2 * IWineD3DDevice implementation
4 * Copyright 2002 Lionel Ulmer
5 * Copyright 2002-2005 Jason Edmeades
6 * Copyright 2003-2004 Raphael Junqueira
7 * Copyright 2004 Christian Costa
8 * Copyright 2005 Oliver Stieber
9 * Copyright 2006 Stefan Dösinger for CodeWeavers
10 * Copyright 2006 Henri Verbeet
12 * This library is free software; you can redistribute it and/or
13 * modify it under the terms of the GNU Lesser General Public
14 * License as published by the Free Software Foundation; either
15 * version 2.1 of the License, or (at your option) any later version.
17 * This library is distributed in the hope that it will be useful,
18 * but WITHOUT ANY WARRANTY; without even the implied warranty of
19 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
20 * Lesser General Public License for more details.
22 * You should have received a copy of the GNU Lesser General Public
23 * License along with this library; if not, write to the Free Software
24 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301, USA
32 #include "wined3d_private.h"
34 WINE_DEFAULT_DEBUG_CHANNEL(d3d);
35 WINE_DECLARE_DEBUG_CHANNEL(d3d_shader);
36 #define GLINFO_LOCATION ((IWineD3DImpl *)(This->wineD3D))->gl_info
38 /* Define the default light parameters as specified by MSDN */
39 const WINED3DLIGHT WINED3D_default_light = {
41 WINED3DLIGHT_DIRECTIONAL, /* Type */
42 { 1.0, 1.0, 1.0, 0.0 }, /* Diffuse r,g,b,a */
43 { 0.0, 0.0, 0.0, 0.0 }, /* Specular r,g,b,a */
44 { 0.0, 0.0, 0.0, 0.0 }, /* Ambient r,g,b,a, */
45 { 0.0, 0.0, 0.0 }, /* Position x,y,z */
46 { 0.0, 0.0, 1.0 }, /* Direction x,y,z */
49 0.0, 0.0, 0.0, /* Attenuation 0,1,2 */
54 /* x11drv GDI escapes */
55 #define X11DRV_ESCAPE 6789
56 enum x11drv_escape_codes
58 X11DRV_GET_DISPLAY, /* get X11 display for a DC */
59 X11DRV_GET_DRAWABLE, /* get current drawable for a DC */
60 X11DRV_GET_FONT, /* get current X font for a DC */
63 /* retrieve the X display to use on a given DC */
64 inline static Display *get_display( HDC hdc )
67 enum x11drv_escape_codes escape = X11DRV_GET_DISPLAY;
69 if (!ExtEscape( hdc, X11DRV_ESCAPE, sizeof(escape), (LPCSTR)&escape,
70 sizeof(display), (LPSTR)&display )) display = NULL;
74 /* allocate one pbuffer per surface */
75 BOOL pbuffer_per_surface = FALSE;
77 /* static function declarations */
78 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource);
80 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type);
82 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil);
85 #define D3DMEMCHECK(object, ppResult) if(NULL == object) { *ppResult = NULL; WARN("Out of memory\n"); return WINED3DERR_OUTOFVIDEOMEMORY;}
87 #define D3DCREATEOBJECTINSTANCE(object, type) { \
88 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
89 D3DMEMCHECK(object, pp##type); \
90 object->lpVtbl = &IWineD3D##type##_Vtbl; \
91 object->wineD3DDevice = This; \
92 object->parent = parent; \
94 *pp##type = (IWineD3D##type *) object; \
97 #define D3DCREATESHADEROBJECTINSTANCE(object, type) { \
98 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
99 D3DMEMCHECK(object, pp##type); \
100 object->lpVtbl = &IWineD3D##type##_Vtbl; \
101 object->parent = parent; \
103 object->baseShader.device = (IWineD3DDevice*) This; \
104 *pp##type = (IWineD3D##type *) object; \
107 #define D3DCREATERESOURCEOBJECTINSTANCE(object, type, d3dtype, _size){ \
108 object=HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3D##type##Impl)); \
109 D3DMEMCHECK(object, pp##type); \
110 object->lpVtbl = &IWineD3D##type##_Vtbl; \
111 object->resource.wineD3DDevice = This; \
112 object->resource.parent = parent; \
113 object->resource.resourceType = d3dtype; \
114 object->resource.ref = 1; \
115 object->resource.pool = Pool; \
116 object->resource.format = Format; \
117 object->resource.usage = Usage; \
118 object->resource.size = _size; \
119 /* Check that we have enough video ram left */ \
120 if (Pool == WINED3DPOOL_DEFAULT) { \
121 if (IWineD3DDevice_GetAvailableTextureMem(iface) <= _size) { \
122 WARN("Out of 'bogus' video memory\n"); \
123 HeapFree(GetProcessHeap(), 0, object); \
125 return WINED3DERR_OUTOFVIDEOMEMORY; \
127 globalChangeGlRam(_size); \
129 object->resource.allocatedMemory = (0 == _size ? NULL : Pool == WINED3DPOOL_DEFAULT ? NULL : HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, _size)); \
130 if (object->resource.allocatedMemory == NULL && _size != 0 && Pool != WINED3DPOOL_DEFAULT) { \
131 FIXME("Out of memory!\n"); \
132 HeapFree(GetProcessHeap(), 0, object); \
134 return WINED3DERR_OUTOFVIDEOMEMORY; \
136 *pp##type = (IWineD3D##type *) object; \
137 IWineD3DDeviceImpl_AddResource(iface, (IWineD3DResource *)object) ;\
138 TRACE("(%p) : Created resource %p\n", This, object); \
141 #define D3DINITIALIZEBASETEXTURE(_basetexture) { \
142 _basetexture.levels = Levels; \
143 _basetexture.filterType = (Usage & WINED3DUSAGE_AUTOGENMIPMAP) ? WINED3DTEXF_LINEAR : WINED3DTEXF_NONE; \
144 _basetexture.LOD = 0; \
145 _basetexture.dirty = TRUE; \
148 /**********************************************************
149 * Global variable / Constants follow
150 **********************************************************/
151 const float identity[16] = {1,0,0,0, 0,1,0,0, 0,0,1,0, 0,0,0,1}; /* When needed for comparisons */
153 /**********************************************************
154 * Utility functions follow
155 **********************************************************/
156 /* Convert the WINED3DLIGHT properties into equivalent gl lights */
157 static void setup_light(IWineD3DDevice *iface, LONG Index, PLIGHTINFOEL *lightInfo) {
160 float colRGBA[] = {0.0, 0.0, 0.0, 0.0};
161 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
163 /* Light settings are affected by the model view in OpenGL, the View transform in direct3d*/
164 glMatrixMode(GL_MODELVIEW);
166 glLoadMatrixf((float *)&This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
169 colRGBA[0] = lightInfo->OriginalParms.Diffuse.r;
170 colRGBA[1] = lightInfo->OriginalParms.Diffuse.g;
171 colRGBA[2] = lightInfo->OriginalParms.Diffuse.b;
172 colRGBA[3] = lightInfo->OriginalParms.Diffuse.a;
173 glLightfv(GL_LIGHT0+Index, GL_DIFFUSE, colRGBA);
174 checkGLcall("glLightfv");
177 colRGBA[0] = lightInfo->OriginalParms.Specular.r;
178 colRGBA[1] = lightInfo->OriginalParms.Specular.g;
179 colRGBA[2] = lightInfo->OriginalParms.Specular.b;
180 colRGBA[3] = lightInfo->OriginalParms.Specular.a;
181 glLightfv(GL_LIGHT0+Index, GL_SPECULAR, colRGBA);
182 checkGLcall("glLightfv");
185 colRGBA[0] = lightInfo->OriginalParms.Ambient.r;
186 colRGBA[1] = lightInfo->OriginalParms.Ambient.g;
187 colRGBA[2] = lightInfo->OriginalParms.Ambient.b;
188 colRGBA[3] = lightInfo->OriginalParms.Ambient.a;
189 glLightfv(GL_LIGHT0+Index, GL_AMBIENT, colRGBA);
190 checkGLcall("glLightfv");
192 /* Attenuation - Are these right? guessing... */
193 glLightf(GL_LIGHT0+Index, GL_CONSTANT_ATTENUATION, lightInfo->OriginalParms.Attenuation0);
194 checkGLcall("glLightf");
195 glLightf(GL_LIGHT0+Index, GL_LINEAR_ATTENUATION, lightInfo->OriginalParms.Attenuation1);
196 checkGLcall("glLightf");
198 if ((lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range) >= FLT_MIN) {
199 quad_att = 1.4/(lightInfo->OriginalParms.Range *lightInfo->OriginalParms.Range);
201 quad_att = 0; /* 0 or MAX? (0 seems to be ok) */
204 if (quad_att < lightInfo->OriginalParms.Attenuation2) quad_att = lightInfo->OriginalParms.Attenuation2;
205 glLightf(GL_LIGHT0+Index, GL_QUADRATIC_ATTENUATION, quad_att);
206 checkGLcall("glLightf");
208 switch (lightInfo->OriginalParms.Type) {
209 case WINED3DLIGHT_POINT:
211 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
212 checkGLcall("glLightfv");
213 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
214 checkGLcall("glLightf");
218 case WINED3DLIGHT_SPOT:
220 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]);
221 checkGLcall("glLightfv");
223 glLightfv(GL_LIGHT0+Index, GL_SPOT_DIRECTION, &lightInfo->lightDirn[0]);
224 checkGLcall("glLightfv");
225 glLightf(GL_LIGHT0 + Index, GL_SPOT_EXPONENT, lightInfo->exponent);
226 checkGLcall("glLightf");
227 glLightf(GL_LIGHT0 + Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
228 checkGLcall("glLightf");
232 case WINED3DLIGHT_DIRECTIONAL:
234 glLightfv(GL_LIGHT0+Index, GL_POSITION, &lightInfo->lightPosn[0]); /* Note gl uses w position of 0 for direction! */
235 checkGLcall("glLightfv");
236 glLightf(GL_LIGHT0+Index, GL_SPOT_CUTOFF, lightInfo->cutoff);
237 checkGLcall("glLightf");
238 glLightf(GL_LIGHT0+Index, GL_SPOT_EXPONENT, 0.0f);
239 checkGLcall("glLightf");
243 FIXME("Unrecognized light type %d\n", lightInfo->OriginalParms.Type);
246 /* Restore the modelview matrix */
250 /**********************************************************
251 * GLSL helper functions follow
252 **********************************************************/
254 /** Attach a GLSL pixel or vertex shader object to the shader program */
255 static void attach_glsl_shader(IWineD3DDevice *iface, IWineD3DBaseShader* shader) {
257 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
258 GLhandleARB shaderObj = ((IWineD3DBaseShaderImpl*)shader)->baseShader.prgId;
259 if (This->stateBlock->glsl_program && shaderObj != 0) {
260 TRACE_(d3d_shader)("Attaching GLSL shader object %u to program %u\n", shaderObj, This->stateBlock->glsl_program->programId);
261 GL_EXTCALL(glAttachObjectARB(This->stateBlock->glsl_program->programId, shaderObj));
262 checkGLcall("glAttachObjectARB");
266 /** Sets the GLSL program ID for the given pixel and vertex shader combination.
267 * It sets the programId on the current StateBlock (because it should be called
268 * inside of the DrawPrimitive() part of the render loop).
270 * If a program for the given combination does not exist, create one, and store
271 * the program in the list. If it creates a program, it will link the given
274 * We keep the shader programs around on a list because linking
275 * shader objects together is an expensive operation. It's much
276 * faster to loop through a list of pre-compiled & linked programs
277 * each time that the application sets a new pixel or vertex shader
278 * than it is to re-link them together at that time.
280 * The list will be deleted in IWineD3DDevice::Release().
282 void set_glsl_shader_program(IWineD3DDevice *iface) {
284 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
285 IWineD3DPixelShader *pshader = This->stateBlock->pixelShader;
286 IWineD3DVertexShader *vshader = This->stateBlock->vertexShader;
287 struct glsl_shader_prog_link *curLink = NULL;
288 struct glsl_shader_prog_link *newLink = NULL;
289 struct list *ptr = NULL;
290 GLhandleARB programId = 0;
294 ptr = list_head( &This->glsl_shader_progs );
296 /* At least one program exists - see if it matches our ps/vs combination */
297 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
298 if (vshader == curLink->vertexShader && pshader == curLink->pixelShader) {
299 /* Existing Program found, use it */
300 TRACE_(d3d_shader)("Found existing program (%u) for this vertex/pixel shader combination\n",
302 This->stateBlock->glsl_program = curLink;
305 /* This isn't the entry we need - try the next one */
306 ptr = list_next( &This->glsl_shader_progs, ptr );
309 /* If we get to this point, then no matching program exists, so we create one */
310 programId = GL_EXTCALL(glCreateProgramObjectARB());
311 TRACE_(d3d_shader)("Created new GLSL shader program %u\n", programId);
313 /* Allocate a new link for the list of programs */
314 newLink = HeapAlloc(GetProcessHeap(), 0, sizeof(struct glsl_shader_prog_link));
315 newLink->programId = programId;
316 This->stateBlock->glsl_program = newLink;
318 /* Attach GLSL vshader */
319 if (NULL != vshader && This->vs_selected_mode == SHADER_GLSL) {
321 int max_attribs = 16; /* TODO: Will this always be the case? It is at the moment... */
324 TRACE("Attaching vertex shader to GLSL program\n");
325 attach_glsl_shader(iface, (IWineD3DBaseShader*)vshader);
327 /* Bind vertex attributes to a corresponding index number to match
328 * the same index numbers as ARB_vertex_programs (makes loading
329 * vertex attributes simpler). With this method, we can use the
330 * exact same code to load the attributes later for both ARB and
333 * We have to do this here because we need to know the Program ID
334 * in order to make the bindings work, and it has to be done prior
335 * to linking the GLSL program. */
336 for (i = 0; i < max_attribs; ++i) {
337 snprintf(tmp_name, sizeof(tmp_name), "attrib%i", i);
338 GL_EXTCALL(glBindAttribLocationARB(programId, i, tmp_name));
340 checkGLcall("glBindAttribLocationARB");
341 newLink->vertexShader = vshader;
344 /* Attach GLSL pshader */
345 if (NULL != pshader && This->ps_selected_mode == SHADER_GLSL) {
346 TRACE("Attaching pixel shader to GLSL program\n");
347 attach_glsl_shader(iface, (IWineD3DBaseShader*)pshader);
348 newLink->pixelShader = pshader;
351 /* Link the program */
352 TRACE_(d3d_shader)("Linking GLSL shader program %u\n", programId);
353 GL_EXTCALL(glLinkProgramARB(programId));
354 print_glsl_info_log(&GLINFO_LOCATION, programId);
355 list_add_head( &This->glsl_shader_progs, &newLink->entry);
357 newLink->vuniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(vshader_constantsF));
358 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i) {
359 snprintf(glsl_name, sizeof(glsl_name), "VC[%i]", i);
360 newLink->vuniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
362 newLink->puniformF_locations = HeapAlloc(GetProcessHeap(), 0, sizeof(GLhandleARB) * GL_LIMITS(pshader_constantsF));
363 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i) {
364 snprintf(glsl_name, sizeof(glsl_name), "PC[%i]", i);
365 newLink->puniformF_locations[i] = GL_EXTCALL(glGetUniformLocationARB(programId, glsl_name));
371 /** Detach the GLSL pixel or vertex shader object from the shader program */
372 static void detach_glsl_shader(IWineD3DDevice *iface, GLhandleARB shaderObj, GLhandleARB programId) {
374 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
376 if (shaderObj != 0 && programId != 0) {
377 TRACE_(d3d_shader)("Detaching GLSL shader object %u from program %u\n", shaderObj, programId);
378 GL_EXTCALL(glDetachObjectARB(programId, shaderObj));
379 checkGLcall("glDetachObjectARB");
383 /** Delete a GLSL shader program */
384 static void delete_glsl_shader_program(IWineD3DDevice *iface, GLhandleARB obj) {
386 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
389 TRACE_(d3d_shader)("Deleting GLSL shader program %u\n", obj);
390 GL_EXTCALL(glDeleteObjectARB(obj));
391 checkGLcall("glDeleteObjectARB");
395 /** Delete the list of linked programs this shader is associated with.
396 * Also at this point, check to see if there are any objects left attached
397 * to each GLSL program. If not, delete the GLSL program object.
398 * This will be run when a device is released. */
399 static void delete_glsl_shader_list(IWineD3DDevice* iface) {
401 struct list *ptr = NULL;
402 struct glsl_shader_prog_link *curLink = NULL;
403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
407 GLhandleARB objList[2]; /* There should never be more than 2 objects attached
408 (one pixel shader and one vertex shader at most) */
410 ptr = list_head( &This->glsl_shader_progs );
412 /* First, get the current item,
413 * save the link to the next pointer,
414 * detach and delete shader objects,
415 * then de-allocate the list item's memory */
416 curLink = LIST_ENTRY( ptr, struct glsl_shader_prog_link, entry );
417 ptr = list_next( &This->glsl_shader_progs, ptr );
419 /* See if this object is still attached to the program - it may have been detached already */
420 GL_EXTCALL(glGetAttachedObjectsARB(curLink->programId, 2, &numAttached, objList));
421 TRACE_(d3d_shader)("%i GLSL objects are currently attached to program %u\n", numAttached, curLink->programId);
422 for (i = 0; i < numAttached; i++) {
423 detach_glsl_shader(iface, objList[i], curLink->programId);
426 delete_glsl_shader_program(iface, curLink->programId);
428 /* Free the uniform locations */
429 HeapFree(GetProcessHeap(), 0, curLink->vuniformF_locations);
430 HeapFree(GetProcessHeap(), 0, curLink->puniformF_locations);
432 /* Free the memory for this list item */
433 HeapFree(GetProcessHeap(), 0, curLink);
438 /* Apply the current values to the specified texture stage */
439 static void WINAPI IWineD3DDeviceImpl_SetupTextureStates(IWineD3DDevice *iface, DWORD Sampler, DWORD texture_idx, DWORD Flags) {
440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
448 /* In addition, IDirect3DDevice9::SetSamplerState will now be used for filtering, tiling,
449 clamping, MIPLOD, etc. This will work for up to 16 samplers.
452 if (Sampler >= GL_LIMITS(sampler_stages)) {
453 FIXME("Trying to set the state of more samplers %d than are supported %d by this openGL implementation\n", Sampler, GL_LIMITS(sampler_stages));
456 VTRACE(("Activating appropriate texture state %d\n", Sampler));
457 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
459 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + texture_idx));
460 checkGLcall("glActiveTextureARB");
462 /* Could we use bindTexture and then apply the states instead of GLACTIVETEXTURE */
463 } else if (Sampler > 0) {
464 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
468 /* TODO: change this to a lookup table
469 LOOKUP_TEXTURE_STATES lists all texture states that should be applied.
470 LOOKUP_CONTEXT_SATES list all context applicable states that can be applied
471 etc.... it's a lot cleaner, quicker and possibly easier to maintain than running a switch and setting a skip flag...
472 especially when there are a number of groups of states. */
474 TRACE("-----------------------> Updating the texture at Sampler %d to have new texture state information\n", Sampler);
476 /* The list of states not to apply is a big as the list of states to apply, so it makes sense to produce an inclusive list */
477 #define APPLY_STATE(_state) IWineD3DDeviceImpl_ApplyTextureUnitState(iface, Sampler, _state)
478 /* these are the only two supported states that need to be applied */
479 APPLY_STATE(WINED3DTSS_TEXCOORDINDEX);
480 APPLY_STATE(WINED3DTSS_TEXTURETRANSFORMFLAGS);
481 #if 0 /* not supported at the moment */
482 APPLY_STATE(WINED3DTSS_BUMPENVMAT00);
483 APPLY_STATE(WINED3DTSS_BUMPENVMAT01);
484 APPLY_STATE(WINED3DTSS_BUMPENVMAT10);
485 APPLY_STATE(WINED3DTSS_BUMPENVMAT11);
486 APPLY_STATE(WINED3DTSS_BUMPENVLSCALE);
487 APPLY_STATE(WINED3DTSS_BUMPENVLOFFSET);
488 APPLY_STATE(WINED3DTSS_RESULTARG);
489 APPLY_STATE(WINED3DTSS_CONSTANT);
491 /* a quick sanity check in case someone forgot to update this function */
492 if (WINED3D_HIGHEST_TEXTURE_STATE > WINED3DTSS_CONSTANT) {
493 FIXME("(%p) : There are more texture states than expected, update device.c to match\n", This);
497 /* apply any sampler states that always need applying */
498 if (GL_SUPPORT(EXT_TEXTURE_LOD_BIAS)) {
499 tmpvalue.d = This->stateBlock->samplerState[Sampler][WINED3DSAMP_MIPMAPLODBIAS];
500 glTexEnvf(GL_TEXTURE_FILTER_CONTROL_EXT,
501 GL_TEXTURE_LOD_BIAS_EXT,
503 checkGLcall("glTexEnvi GL_TEXTURE_LOD_BIAS_EXT ...");
506 D3DCOLORTOGLFLOAT4(This->stateBlock->renderState[WINED3DRS_TEXTUREFACTOR], col);
507 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
508 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
510 /* TODO: NV_POINT_SPRITE */
511 if (GL_SUPPORT(ARB_POINT_SPRITE)) {
512 if (This->stateBlock->renderState[WINED3DRS_POINTSPRITEENABLE]) {
513 /* Doesn't work with GL_POINT_SMOOTH on on my ATI 9600, but then ATI drivers are buggered! */
514 glDisable(GL_POINT_SMOOTH);
516 /* Centre the texture on the vertex */
517 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
518 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
520 VTRACE(("glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE)\n"));
521 glTexEnvf( GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, GL_TRUE);
522 checkGLcall("glTexEnvf(...)");
523 VTRACE(("glEnable( GL_POINT_SPRITE_ARB )\n"));
524 glEnable( GL_POINT_SPRITE_ARB );
525 checkGLcall("glEnable(...)");
527 VTRACE(("glDisable( GL_POINT_SPRITE_ARB )\n"));
528 glDisable( GL_POINT_SPRITE_ARB );
529 checkGLcall("glEnable(...)");
533 TRACE("-----------------------> Updated the texture at Sampler %d to have new texture state information\n", Sampler);
536 /**********************************************************
537 * IUnknown parts follows
538 **********************************************************/
540 static HRESULT WINAPI IWineD3DDeviceImpl_QueryInterface(IWineD3DDevice *iface,REFIID riid,LPVOID *ppobj)
542 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
544 TRACE("(%p)->(%s,%p)\n",This,debugstr_guid(riid),ppobj);
545 if (IsEqualGUID(riid, &IID_IUnknown)
546 || IsEqualGUID(riid, &IID_IWineD3DBase)
547 || IsEqualGUID(riid, &IID_IWineD3DDevice)) {
548 IUnknown_AddRef(iface);
553 return E_NOINTERFACE;
556 static ULONG WINAPI IWineD3DDeviceImpl_AddRef(IWineD3DDevice *iface) {
557 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
558 ULONG refCount = InterlockedIncrement(&This->ref);
560 TRACE("(%p) : AddRef increasing from %d\n", This, refCount - 1);
564 static ULONG WINAPI IWineD3DDeviceImpl_Release(IWineD3DDevice *iface) {
565 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
566 ULONG refCount = InterlockedDecrement(&This->ref);
568 TRACE("(%p) : Releasing from %d\n", This, refCount + 1);
572 GL_EXTCALL(glDeleteFramebuffersEXT(1, &This->fbo));
575 /* TODO: Clean up all the surfaces and textures! */
576 /* NOTE: You must release the parent if the object was created via a callback
577 ** ***************************/
579 /* Delete any GLSL shader programs that may exist */
580 if (This->vs_selected_mode == SHADER_GLSL ||
581 This->ps_selected_mode == SHADER_GLSL)
582 delete_glsl_shader_list(iface);
584 /* Release the update stateblock */
585 if(IWineD3DStateBlock_Release((IWineD3DStateBlock *)This->updateStateBlock) > 0){
586 if(This->updateStateBlock != This->stateBlock)
587 FIXME("(%p) Something's still holding the Update stateblock\n",This);
589 This->updateStateBlock = NULL;
590 { /* because were not doing proper internal refcounts releasing the primary state block
591 causes recursion with the extra checks in ResourceReleased, to avoid this we have
592 to set this->stateBlock = NULL; first */
593 IWineD3DStateBlock *stateBlock = (IWineD3DStateBlock *)This->stateBlock;
594 This->stateBlock = NULL;
596 /* Release the stateblock */
597 if(IWineD3DStateBlock_Release(stateBlock) > 0){
598 FIXME("(%p) Something's still holding the Update stateblock\n",This);
602 if (This->resources != NULL ) {
603 FIXME("(%p) Device released with resources still bound, acceptable but unexpected\n", This);
604 dumpResources(This->resources);
608 IWineD3D_Release(This->wineD3D);
609 This->wineD3D = NULL;
610 HeapFree(GetProcessHeap(), 0, This);
611 TRACE("Freed device %p\n", This);
617 /**********************************************************
618 * IWineD3DDevice implementation follows
619 **********************************************************/
620 static HRESULT WINAPI IWineD3DDeviceImpl_GetParent(IWineD3DDevice *iface, IUnknown **pParent) {
621 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
622 *pParent = This->parent;
623 IUnknown_AddRef(This->parent);
627 static void CreateVBO(IWineD3DVertexBufferImpl *object) {
628 IWineD3DDeviceImpl *This = object->resource.wineD3DDevice; /* Needed for GL_EXTCALL */
629 GLenum error, glUsage;
630 DWORD vboUsage = object->resource.usage;
631 if(object->Flags & VBFLAG_VBOCREATEFAIL) {
632 WARN("Creating a vbo failed once, not trying again\n");
636 TRACE("Creating an OpenGL vertex buffer object for IWineD3DVertexBuffer %p Usage(%s)\n", object, debug_d3dusage(vboUsage));
639 /* Make sure that the gl error is cleared. Do not use checkGLcall
640 * here because checkGLcall just prints a fixme and continues. However,
641 * if an error during VBO creation occurs we can fall back to non-vbo operation
642 * with full functionality(but performance loss)
644 while(glGetError() != GL_NO_ERROR);
646 /* Basically the FVF parameter passed to CreateVertexBuffer is no good
647 * It is the FVF set with IWineD3DDevice::SetFVF or the Vertex Declaration set with
648 * IWineD3DDevice::SetVertexDeclaration that decides how the vertices in the buffer
649 * look like. This means that on each DrawPrimitive call the vertex buffer has to be verified
650 * to check if the rhw and color values are in the correct format.
653 GL_EXTCALL(glGenBuffersARB(1, &object->vbo));
654 error = glGetError();
655 if(object->vbo == 0 || error != GL_NO_ERROR) {
656 WARN("Failed to create a VBO with error %d\n", error);
660 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, object->vbo));
661 error = glGetError();
662 if(error != GL_NO_ERROR) {
663 WARN("Failed to bind the VBO, error %d\n", error);
667 /* Transformed vertices are horribly inflexible. If the app specifies an
668 * vertex buffer with transformed vertices in default pool without DYNAMIC
669 * usage assume DYNAMIC usage and print a warning. The app will have to update
670 * the vertices regularily for them to be useful
672 if(((object->fvf & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) &&
673 !(vboUsage & WINED3DUSAGE_DYNAMIC)) {
674 WARN("Application creates a vertex buffer holding transformed vertices which doesn't specify dynamic usage\n");
675 vboUsage |= WINED3DUSAGE_DYNAMIC;
678 /* Don't use static, because dx apps tend to update the buffer
679 * quite often even if they specify 0 usage
681 switch(vboUsage & (D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC) ) {
682 case D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC:
683 TRACE("Gl usage = GL_STREAM_DRAW\n");
684 glUsage = GL_STREAM_DRAW_ARB;
686 case D3DUSAGE_WRITEONLY:
687 TRACE("Gl usage = GL_DYNAMIC_DRAW\n");
688 glUsage = GL_DYNAMIC_DRAW_ARB;
690 case D3DUSAGE_DYNAMIC:
691 TRACE("Gl usage = GL_STREAM_COPY\n");
692 glUsage = GL_STREAM_COPY_ARB;
695 TRACE("Gl usage = GL_DYNAMIC_COPY\n");
696 glUsage = GL_DYNAMIC_COPY_ARB;
700 /* Reserve memory for the buffer. The amount of data won't change
701 * so we are safe with calling glBufferData once with a NULL ptr and
702 * calling glBufferSubData on updates
704 GL_EXTCALL(glBufferDataARB(GL_ARRAY_BUFFER_ARB, object->resource.size, NULL, glUsage));
705 error = glGetError();
706 if(error != GL_NO_ERROR) {
707 WARN("glBufferDataARB failed with error %d\n", error);
715 /* Clean up all vbo init, but continue because we can work without a vbo :-) */
716 FIXME("Failed to create a vertex buffer object. Continuing, but performance issues can occur\n");
717 if(object->vbo) GL_EXTCALL(glDeleteBuffersARB(1, &object->vbo));
719 object->Flags |= VBFLAG_VBOCREATEFAIL;
724 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexBuffer(IWineD3DDevice *iface, UINT Size, DWORD Usage,
725 DWORD FVF, WINED3DPOOL Pool, IWineD3DVertexBuffer** ppVertexBuffer, HANDLE *sharedHandle,
727 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
728 IWineD3DVertexBufferImpl *object;
729 WINED3DFORMAT Format = WINED3DFMT_VERTEXDATA; /* Dummy format for now */
730 int dxVersion = ( (IWineD3DImpl *) This->wineD3D)->dxVersion;
732 D3DCREATERESOURCEOBJECTINSTANCE(object, VertexBuffer, WINED3DRTYPE_VERTEXBUFFER, Size)
734 TRACE("(%p) : Size=%d, Usage=%d, FVF=%x, Pool=%d - Memory@%p, Iface@%p\n", This, Size, Usage, FVF, Pool, object->resource.allocatedMemory, object);
735 *ppVertexBuffer = (IWineD3DVertexBuffer *)object;
737 if(Size == 0) return WINED3DERR_INVALIDCALL;
739 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
740 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, object->resource.size);
744 /* Observations show that drawStridedSlow is faster on dynamic VBs than converting +
745 * drawStridedFast (half-life 2).
747 * Basically converting the vertices in the buffer is quite expensive, and observations
748 * show that drawStridedSlow is faster than converting + uploading + drawStridedFast.
749 * Therefore do not create a VBO for WINED3DUSAGE_DYNAMIC buffers.
751 * Direct3D7 has another problem: Its vertexbuffer api doesn't offer a way to specify
752 * the range of vertices being locked, so each lock will require the whole buffer to be transformed.
753 * Moreover geometry data in dx7 is quite simple, so drawStridedSlow isn't a big hit. A plus
754 * is that the vertex buffers fvf can be trusted in dx7. So only create non-converted vbos for
756 * There is a IDirect3DVertexBuffer7::Optimize call after which the buffer can't be locked any
757 * more. In this call we can convert dx7 buffers too.
759 conv = ((FVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) || (FVF & (WINED3DFVF_DIFFUSE | WINED3DFVF_SPECULAR));
760 if( GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT) && Pool != WINED3DPOOL_SYSTEMMEM && !(Usage & WINED3DUSAGE_DYNAMIC) &&
761 (dxVersion > 7 || !conv) ) {
764 /* DX7 buffers can be locked directly into the VBO (no conversion, see above */
765 if(dxVersion == 7 && object->vbo) {
766 HeapFree(GetProcessHeap(), 0, object->resource.allocatedMemory);
767 object->resource.allocatedMemory = NULL;
774 static HRESULT WINAPI IWineD3DDeviceImpl_CreateIndexBuffer(IWineD3DDevice *iface, UINT Length, DWORD Usage,
775 WINED3DFORMAT Format, WINED3DPOOL Pool, IWineD3DIndexBuffer** ppIndexBuffer,
776 HANDLE *sharedHandle, IUnknown *parent) {
777 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
778 IWineD3DIndexBufferImpl *object;
779 TRACE("(%p) Creating index buffer\n", This);
781 /* Allocate the storage for the device */
782 D3DCREATERESOURCEOBJECTINSTANCE(object,IndexBuffer,WINED3DRTYPE_INDEXBUFFER, Length)
785 if (Pool == WINED3DPOOL_DEFAULT ) { /* Allocate some system memory for now */
786 object->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY,object->resource.size);
789 TRACE("(%p) : Len=%d, Use=%x, Format=(%u,%s), Pool=%d - Memory@%p, Iface@%p\n", This, Length, Usage, Format,
790 debug_d3dformat(Format), Pool, object, object->resource.allocatedMemory);
791 *ppIndexBuffer = (IWineD3DIndexBuffer *) object;
796 static HRESULT WINAPI IWineD3DDeviceImpl_CreateStateBlock(IWineD3DDevice* iface, WINED3DSTATEBLOCKTYPE Type, IWineD3DStateBlock** ppStateBlock, IUnknown *parent) {
798 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
799 IWineD3DStateBlockImpl *object;
803 D3DCREATEOBJECTINSTANCE(object, StateBlock)
804 object->blockType = Type;
806 /* Special case - Used during initialization to produce a placeholder stateblock
807 so other functions called can update a state block */
808 if (Type == WINED3DSBT_INIT) {
809 /* Don't bother increasing the reference count otherwise a device will never
810 be freed due to circular dependencies */
814 temp_result = allocate_shader_constants(object);
815 if (WINED3D_OK != temp_result)
818 /* Otherwise, might as well set the whole state block to the appropriate values */
819 if (This->stateBlock != NULL)
820 stateblock_copy((IWineD3DStateBlock*) object, (IWineD3DStateBlock*) This->stateBlock);
822 memset(object->streamFreq, 1, sizeof(object->streamFreq));
824 /* Reset the ref and type after kludging it */
825 object->wineD3DDevice = This;
827 object->blockType = Type;
829 TRACE("Updating changed flags appropriate for type %d\n", Type);
831 if (Type == WINED3DSBT_ALL) {
833 TRACE("ALL => Pretend everything has changed\n");
834 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, TRUE);
836 } else if (Type == WINED3DSBT_PIXELSTATE) {
838 TRACE("PIXELSTATE => Pretend all pixel shates have changed\n");
839 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
841 object->changed.pixelShader = TRUE;
843 /* Pixel Shader Constants */
844 for (i = 0; i < GL_LIMITS(pshader_constantsF); ++i)
845 object->changed.pixelShaderConstantsF[i] = TRUE;
846 for (i = 0; i < MAX_CONST_B; ++i)
847 object->changed.pixelShaderConstantsB[i] = TRUE;
848 for (i = 0; i < MAX_CONST_I; ++i)
849 object->changed.pixelShaderConstantsI[i] = TRUE;
851 for (i = 0; i < NUM_SAVEDPIXELSTATES_R; i++) {
852 object->changed.renderState[SavedPixelStates_R[i]] = TRUE;
854 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
855 for (i = 0; i < NUM_SAVEDPIXELSTATES_T; i++) {
856 object->changed.textureState[j][SavedPixelStates_T[i]] = TRUE;
859 for (j = 0 ; j < 16; j++) {
860 for (i =0; i < NUM_SAVEDPIXELSTATES_S;i++) {
862 object->changed.samplerState[j][SavedPixelStates_S[i]] = TRUE;
866 } else if (Type == WINED3DSBT_VERTEXSTATE) {
868 TRACE("VERTEXSTATE => Pretend all vertex shates have changed\n");
869 stateblock_savedstates_set((IWineD3DStateBlock*) object, &object->changed, FALSE);
871 object->changed.vertexShader = TRUE;
873 /* Vertex Shader Constants */
874 for (i = 0; i < GL_LIMITS(vshader_constantsF); ++i)
875 object->changed.vertexShaderConstantsF[i] = TRUE;
876 for (i = 0; i < MAX_CONST_B; ++i)
877 object->changed.vertexShaderConstantsB[i] = TRUE;
878 for (i = 0; i < MAX_CONST_I; ++i)
879 object->changed.vertexShaderConstantsI[i] = TRUE;
881 for (i = 0; i < NUM_SAVEDVERTEXSTATES_R; i++) {
882 object->changed.renderState[SavedVertexStates_R[i]] = TRUE;
884 for (j = 0; j < GL_LIMITS(texture_stages); j++) {
885 for (i = 0; i < NUM_SAVEDVERTEXSTATES_T; i++) {
886 object->changed.textureState[j][SavedVertexStates_T[i]] = TRUE;
889 for (j = 0 ; j < 16; j++){
890 for (i =0; i < NUM_SAVEDVERTEXSTATES_S;i++) {
891 object->changed.samplerState[j][SavedVertexStates_S[i]] = TRUE;
895 /* Duplicate light chain */
897 PLIGHTINFOEL *src = NULL;
898 PLIGHTINFOEL *dst = NULL;
899 PLIGHTINFOEL *newEl = NULL;
900 src = This->stateBlock->lights;
901 object->lights = NULL;
905 newEl = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
906 if (newEl == NULL) return WINED3DERR_OUTOFVIDEOMEMORY;
907 memcpy(newEl, src, sizeof(PLIGHTINFOEL));
909 newEl->changed = TRUE;
910 newEl->enabledChanged = TRUE;
912 object->lights = newEl;
923 FIXME("Unrecognized state block type %d\n", Type);
926 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, object);
931 /* ************************************
933 [in] Render targets are not lockable unless the application specifies TRUE for Lockable. Note that lockable render targets reduce performance on some graphics hardware.
936 [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
938 If this flag is set, the contents of the depth stencil buffer will be invalid after calling either IDirect3DDevice9::Present or IDirect3DDevice9::SetDepthStencilSurface with a different depth surface.
940 ******************************** */
942 static HRESULT WINAPI IWineD3DDeviceImpl_CreateSurface(IWineD3DDevice *iface, UINT Width, UINT Height, WINED3DFORMAT Format, BOOL Lockable, BOOL Discard, UINT Level, IWineD3DSurface **ppSurface,WINED3DRESOURCETYPE Type, DWORD Usage, WINED3DPOOL Pool, WINED3DMULTISAMPLE_TYPE MultiSample ,DWORD MultisampleQuality, HANDLE* pSharedHandle, WINED3DSURFTYPE Impl, IUnknown *parent) {
943 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
944 IWineD3DSurfaceImpl *object; /*NOTE: impl ref allowed since this is a create function */
945 unsigned int pow2Width, pow2Height;
946 unsigned int Size = 1;
947 const PixelFormatDesc *tableEntry = getFormatDescEntry(Format);
948 TRACE("(%p) Create surface\n",This);
950 /** FIXME: Check ranges on the inputs are valid
953 * [in] Quality level. The valid range is between zero and one less than the level
954 * returned by pQualityLevels used by IDirect3D9::CheckDeviceMultiSampleType.
955 * Passing a larger value returns the error WINED3DERR_INVALIDCALL. The MultisampleQuality
956 * values of paired render targets, depth stencil surfaces, and the MultiSample type
958 *******************************/
963 * [in] Set this flag to TRUE to enable z-buffer discarding, and FALSE otherwise.
965 * If this flag is set, the contents of the depth stencil buffer will be
966 * invalid after calling either IDirect3DDevice9::Present or * IDirect3DDevice9::SetDepthStencilSurface
967 * with a different depth surface.
969 *This flag has the same behavior as the constant, D3DPRESENTFLAG_DISCARD_DEPTHSTENCIL, in D3DPRESENTFLAG.
970 ***************************/
972 if(MultisampleQuality < 0) {
973 FIXME("Invalid multisample level %d\n", MultisampleQuality);
974 return WINED3DERR_INVALIDCALL; /* TODO: Check that this is the case! */
977 if(MultisampleQuality > 0) {
978 FIXME("MultisampleQuality set to %d, substituting 0\n", MultisampleQuality);
979 MultisampleQuality=0;
982 /** FIXME: Check that the format is supported
984 *******************************/
986 /* Non-power2 support */
987 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
991 /* Find the nearest pow2 match */
992 pow2Width = pow2Height = 1;
993 while (pow2Width < Width) pow2Width <<= 1;
994 while (pow2Height < Height) pow2Height <<= 1;
997 if (pow2Width > Width || pow2Height > Height) {
998 /** TODO: add support for non power two compressed textures (OpenGL 2 provices support for * non-power-two textures gratis) **/
999 if (Format == WINED3DFMT_DXT1 || Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3
1000 || Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1001 FIXME("(%p) Compressed non-power-two textures are not supported w(%d) h(%d)\n",
1002 This, Width, Height);
1003 return WINED3DERR_NOTAVAILABLE;
1007 /** DXTn mipmaps use the same number of 'levels' down to eg. 8x1, but since
1008 * it is based around 4x4 pixel blocks it requires padding, so allocate enough
1010 *********************************/
1011 if (WINED3DFMT_UNKNOWN == Format) {
1013 } else if (Format == WINED3DFMT_DXT1) {
1014 /* DXT1 is half byte per pixel */
1015 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4)) >> 1;
1017 } else if (Format == WINED3DFMT_DXT2 || Format == WINED3DFMT_DXT3 ||
1018 Format == WINED3DFMT_DXT4 || Format == WINED3DFMT_DXT5) {
1019 Size = ((max(pow2Width,4) * tableEntry->bpp) * max(pow2Height,4));
1021 /* The pitch is a multiple of 4 bytes */
1022 Size = ((pow2Width * tableEntry->bpp) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1026 /** Create and initialise the surface resource **/
1027 D3DCREATERESOURCEOBJECTINSTANCE(object,Surface,WINED3DRTYPE_SURFACE, Size)
1028 /* "Standalone" surface */
1029 IWineD3DSurface_SetContainer((IWineD3DSurface *)object, NULL);
1031 object->currentDesc.Width = Width;
1032 object->currentDesc.Height = Height;
1033 object->currentDesc.MultiSampleType = MultiSample;
1034 object->currentDesc.MultiSampleQuality = MultisampleQuality;
1036 /* Setup some glformat defaults */
1037 object->glDescription.glFormat = tableEntry->glFormat;
1038 object->glDescription.glFormatInternal = tableEntry->glInternal;
1039 object->glDescription.glType = tableEntry->glType;
1041 object->glDescription.textureName = 0;
1042 object->glDescription.level = Level;
1043 object->glDescription.target = GL_TEXTURE_2D;
1046 object->pow2Width = pow2Width;
1047 object->pow2Height = pow2Height;
1050 object->Flags = 0; /* We start without flags set */
1051 object->Flags |= (pow2Width != Width || pow2Height != Height) ? SFLAG_NONPOW2 : 0;
1052 object->Flags |= Discard ? SFLAG_DISCARD : 0;
1053 object->Flags |= (WINED3DFMT_D16_LOCKABLE == Format) ? SFLAG_LOCKABLE : 0;
1054 object->Flags |= Lockable ? SFLAG_LOCKABLE : 0;
1057 if (WINED3DFMT_UNKNOWN != Format) {
1058 object->bytesPerPixel = tableEntry->bpp;
1059 object->pow2Size = ((pow2Width * object->bytesPerPixel) + SURFACE_ALIGNMENT - 1) & ~(SURFACE_ALIGNMENT - 1);
1060 object->pow2Size *= pow2Height;
1062 object->bytesPerPixel = 0;
1063 object->pow2Size = 0;
1066 /** TODO: change this into a texture transform matrix so that it's processed in hardware **/
1068 TRACE("Pool %d %d %d %d\n",Pool, WINED3DPOOL_DEFAULT, WINED3DPOOL_MANAGED, WINED3DPOOL_SYSTEMMEM);
1070 /** Quick lockable sanity check TODO: remove this after surfaces, usage and lockability have been debugged properly
1071 * this function is too deep to need to care about things like this.
1072 * Levels need to be checked too, and possibly Type since they all affect what can be done.
1073 * ****************************************/
1075 case WINED3DPOOL_SCRATCH:
1077 FIXME("Create surface called with a pool of SCRATCH and a Lockable of FALSE \
1078 which are mutually exclusive, setting lockable to true\n");
1081 case WINED3DPOOL_SYSTEMMEM:
1082 if(!Lockable) FIXME("Create surface called with a pool of SYSTEMMEM and a Lockable of FALSE, \
1083 this is acceptable but unexpected (I can't know how the surface can be usable!)\n");
1084 case WINED3DPOOL_MANAGED:
1085 if(Usage == WINED3DUSAGE_DYNAMIC) FIXME("Create surface called with a pool of MANAGED and a \
1086 Usage of DYNAMIC which are mutually exclusive, not doing \
1087 anything just telling you.\n");
1089 case WINED3DPOOL_DEFAULT: /*TODO: Create offscreen plain can cause this check to fail..., find out if it should */
1090 if(!(Usage & WINED3DUSAGE_DYNAMIC) && !(Usage & WINED3DUSAGE_RENDERTARGET)
1091 && !(Usage && WINED3DUSAGE_DEPTHSTENCIL ) && Lockable)
1092 WARN("Creating a surface with a POOL of DEFAULT with Lockable true, that doesn't specify DYNAMIC usage.\n");
1095 FIXME("(%p) Unknown pool %d\n", This, Pool);
1099 if (Usage & WINED3DUSAGE_RENDERTARGET && Pool != WINED3DPOOL_DEFAULT) {
1100 FIXME("Trying to create a render target that isn't in the default pool\n");
1103 /* mark the texture as dirty so that it gets loaded first time around*/
1104 IWineD3DSurface_AddDirtyRect(*ppSurface, NULL);
1105 TRACE("(%p) : w(%d) h(%d) fmt(%d,%s) lockable(%d) surf@%p, surfmem@%p, %d bytes\n",
1106 This, Width, Height, Format, debug_d3dformat(Format),
1107 (WINED3DFMT_D16_LOCKABLE == Format), *ppSurface, object->resource.allocatedMemory, object->resource.size);
1109 /* Store the DirectDraw primary surface. This is the first rendertarget surface created */
1110 if( (Usage & WINED3DUSAGE_RENDERTARGET) && (!This->ddraw_primary) )
1111 This->ddraw_primary = (IWineD3DSurface *) object;
1113 /* Look at the implementation and set the correct Vtable */
1115 case SURFACE_OPENGL:
1116 /* Nothing to do, it's set already */
1120 object->lpVtbl = &IWineGDISurface_Vtbl;
1124 /* To be sure to catch this */
1125 ERR("Unknown requested surface implementation %d!\n", Impl);
1126 IWineD3DSurface_Release((IWineD3DSurface *) object);
1127 return WINED3DERR_INVALIDCALL;
1130 /* Call the private setup routine */
1131 return IWineD3DSurface_PrivateSetup( (IWineD3DSurface *) object );
1135 static HRESULT WINAPI IWineD3DDeviceImpl_CreateTexture(IWineD3DDevice *iface, UINT Width, UINT Height, UINT Levels,
1136 DWORD Usage, WINED3DFORMAT Format, WINED3DPOOL Pool,
1137 IWineD3DTexture** ppTexture, HANDLE* pSharedHandle, IUnknown *parent,
1138 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1141 IWineD3DTextureImpl *object;
1146 unsigned int pow2Width;
1147 unsigned int pow2Height;
1150 TRACE("(%p) : Width %d, Height %d, Levels %d, Usage %#x\n", This, Width, Height, Levels, Usage);
1151 TRACE("Format %#x (%s), Pool %#x, ppTexture %p, pSharedHandle %p, parent %p\n",
1152 Format, debug_d3dformat(Format), Pool, ppTexture, pSharedHandle, parent);
1154 /* TODO: It should only be possible to create textures for formats
1155 that are reported as supported */
1156 if (WINED3DFMT_UNKNOWN >= Format) {
1157 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1158 return WINED3DERR_INVALIDCALL;
1161 D3DCREATERESOURCEOBJECTINSTANCE(object, Texture, WINED3DRTYPE_TEXTURE, 0);
1162 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1163 object->width = Width;
1164 object->height = Height;
1166 /** Non-power2 support **/
1167 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
1169 pow2Height = Height;
1171 /* Find the nearest pow2 match */
1172 pow2Width = pow2Height = 1;
1173 while (pow2Width < Width) pow2Width <<= 1;
1174 while (pow2Height < Height) pow2Height <<= 1;
1177 /** FIXME: add support for real non-power-two if it's provided by the video card **/
1178 /* Precalculated scaling for 'faked' non power of two texture coords */
1179 object->pow2scalingFactorX = (((float)Width) / ((float)pow2Width));
1180 object->pow2scalingFactorY = (((float)Height) / ((float)pow2Height));
1181 TRACE(" xf(%f) yf(%f)\n", object->pow2scalingFactorX, object->pow2scalingFactorY);
1183 /* Calculate levels for mip mapping */
1185 TRACE("calculating levels %d\n", object->baseTexture.levels);
1186 object->baseTexture.levels++;
1189 while (tmpW > 1 || tmpH > 1) {
1190 tmpW = max(1, tmpW >> 1);
1191 tmpH = max(1, tmpH >> 1);
1192 object->baseTexture.levels++;
1194 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1197 /* Generate all the surfaces */
1200 for (i = 0; i < object->baseTexture.levels; i++)
1202 /* use the callback to create the texture surface */
1203 hr = D3DCB_CreateSurface(This->parent, parent, tmpW, tmpH, Format, Usage, Pool, i, &object->surfaces[i],NULL);
1204 if (hr!= WINED3D_OK || ( (IWineD3DSurfaceImpl *) object->surfaces[i])->Flags & SFLAG_OVERSIZE) {
1205 FIXME("Failed to create surface %p\n", object);
1207 object->surfaces[i] = NULL;
1208 IWineD3DTexture_Release((IWineD3DTexture *)object);
1214 IWineD3DSurface_SetContainer(object->surfaces[i], (IWineD3DBase *)object);
1215 TRACE("Created surface level %d @ %p\n", i, object->surfaces[i]);
1216 /* calculate the next mipmap level */
1217 tmpW = max(1, tmpW >> 1);
1218 tmpH = max(1, tmpH >> 1);
1221 TRACE("(%p) : Created texture %p\n", This, object);
1225 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolumeTexture(IWineD3DDevice *iface,
1226 UINT Width, UINT Height, UINT Depth,
1227 UINT Levels, DWORD Usage,
1228 WINED3DFORMAT Format, WINED3DPOOL Pool,
1229 IWineD3DVolumeTexture **ppVolumeTexture,
1230 HANDLE *pSharedHandle, IUnknown *parent,
1231 D3DCB_CREATEVOLUMEFN D3DCB_CreateVolume) {
1233 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1234 IWineD3DVolumeTextureImpl *object;
1240 /* TODO: It should only be possible to create textures for formats
1241 that are reported as supported */
1242 if (WINED3DFMT_UNKNOWN >= Format) {
1243 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1244 return WINED3DERR_INVALIDCALL;
1247 D3DCREATERESOURCEOBJECTINSTANCE(object, VolumeTexture, WINED3DRTYPE_VOLUMETEXTURE, 0);
1248 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1250 TRACE("(%p) : W(%d) H(%d) D(%d), Lvl(%d) Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1251 Depth, Levels, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1253 object->width = Width;
1254 object->height = Height;
1255 object->depth = Depth;
1257 /* Calculate levels for mip mapping */
1259 object->baseTexture.levels++;
1263 while (tmpW > 1 || tmpH > 1 || tmpD > 1) {
1264 tmpW = max(1, tmpW >> 1);
1265 tmpH = max(1, tmpH >> 1);
1266 tmpD = max(1, tmpD >> 1);
1267 object->baseTexture.levels++;
1269 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1272 /* Generate all the surfaces */
1277 for (i = 0; i < object->baseTexture.levels; i++)
1279 /* Create the volume */
1280 D3DCB_CreateVolume(This->parent, parent, Width, Height, Depth, Format, Pool, Usage,
1281 (IWineD3DVolume **)&object->volumes[i], pSharedHandle);
1283 /* Set its container to this object */
1284 IWineD3DVolume_SetContainer(object->volumes[i], (IWineD3DBase *)object);
1286 /* calcualte the next mipmap level */
1287 tmpW = max(1, tmpW >> 1);
1288 tmpH = max(1, tmpH >> 1);
1289 tmpD = max(1, tmpD >> 1);
1292 *ppVolumeTexture = (IWineD3DVolumeTexture *) object;
1293 TRACE("(%p) : Created volume texture %p\n", This, object);
1297 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVolume(IWineD3DDevice *iface,
1298 UINT Width, UINT Height, UINT Depth,
1300 WINED3DFORMAT Format, WINED3DPOOL Pool,
1301 IWineD3DVolume** ppVolume,
1302 HANDLE* pSharedHandle, IUnknown *parent) {
1304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1305 IWineD3DVolumeImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1306 const PixelFormatDesc *formatDesc = getFormatDescEntry(Format);
1308 D3DCREATERESOURCEOBJECTINSTANCE(object, Volume, WINED3DRTYPE_VOLUME, ((Width * formatDesc->bpp) * Height * Depth))
1310 TRACE("(%p) : W(%d) H(%d) D(%d), Usage(%d), Fmt(%u,%s), Pool(%s)\n", This, Width, Height,
1311 Depth, Usage, Format, debug_d3dformat(Format), debug_d3dpool(Pool));
1313 object->currentDesc.Width = Width;
1314 object->currentDesc.Height = Height;
1315 object->currentDesc.Depth = Depth;
1316 object->bytesPerPixel = formatDesc->bpp;
1318 /** Note: Volume textures cannot be dxtn, hence no need to check here **/
1319 object->lockable = TRUE;
1320 object->locked = FALSE;
1321 memset(&object->lockedBox, 0, sizeof(WINED3DBOX));
1322 object->dirty = TRUE;
1324 return IWineD3DVolume_AddDirtyBox((IWineD3DVolume *) object, NULL);
1327 static HRESULT WINAPI IWineD3DDeviceImpl_CreateCubeTexture(IWineD3DDevice *iface, UINT EdgeLength,
1328 UINT Levels, DWORD Usage,
1329 WINED3DFORMAT Format, WINED3DPOOL Pool,
1330 IWineD3DCubeTexture **ppCubeTexture,
1331 HANDLE *pSharedHandle, IUnknown *parent,
1332 D3DCB_CREATESURFACEFN D3DCB_CreateSurface) {
1334 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1335 IWineD3DCubeTextureImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1339 unsigned int pow2EdgeLength = EdgeLength;
1341 /* TODO: It should only be possible to create textures for formats
1342 that are reported as supported */
1343 if (WINED3DFMT_UNKNOWN >= Format) {
1344 WARN("(%p) : Texture cannot be created with a format of WINED3DFMT_UNKNOWN\n", This);
1345 return WINED3DERR_INVALIDCALL;
1348 D3DCREATERESOURCEOBJECTINSTANCE(object, CubeTexture, WINED3DRTYPE_CUBETEXTURE, 0);
1349 D3DINITIALIZEBASETEXTURE(object->baseTexture);
1351 TRACE("(%p) Create Cube Texture\n", This);
1353 /** Non-power2 support **/
1355 /* Find the nearest pow2 match */
1357 while (pow2EdgeLength < EdgeLength) pow2EdgeLength <<= 1;
1359 object->edgeLength = EdgeLength;
1360 /* TODO: support for native non-power 2 */
1361 /* Precalculated scaling for 'faked' non power of two texture coords */
1362 object->pow2scalingFactor = ((float)EdgeLength) / ((float)pow2EdgeLength);
1364 /* Calculate levels for mip mapping */
1366 object->baseTexture.levels++;
1369 tmpW = max(1, tmpW >> 1);
1370 object->baseTexture.levels++;
1372 TRACE("Calculated levels = %d\n", object->baseTexture.levels);
1375 /* Generate all the surfaces */
1377 for (i = 0; i < object->baseTexture.levels; i++) {
1379 /* Create the 6 faces */
1380 for (j = 0; j < 6; j++) {
1382 hr=D3DCB_CreateSurface(This->parent, parent, tmpW, tmpW, Format, Usage, Pool,
1383 i /* Level */, &object->surfaces[j][i],pSharedHandle);
1385 if(hr!= WINED3D_OK) {
1389 for (l = 0; l < j; l++) {
1390 IWineD3DSurface_Release(object->surfaces[j][i]);
1392 for (k = 0; k < i; k++) {
1393 for (l = 0; l < 6; l++) {
1394 IWineD3DSurface_Release(object->surfaces[l][j]);
1398 FIXME("(%p) Failed to create surface\n",object);
1399 HeapFree(GetProcessHeap(),0,object);
1400 *ppCubeTexture = NULL;
1403 IWineD3DSurface_SetContainer(object->surfaces[j][i], (IWineD3DBase *)object);
1404 TRACE("Created surface level %d @ %p,\n", i, object->surfaces[j][i]);
1406 tmpW = max(1, tmpW >> 1);
1409 TRACE("(%p) : Created Cube Texture %p\n", This, object);
1410 *ppCubeTexture = (IWineD3DCubeTexture *) object;
1414 static HRESULT WINAPI IWineD3DDeviceImpl_CreateQuery(IWineD3DDevice *iface, WINED3DQUERYTYPE Type, IWineD3DQuery **ppQuery, IUnknown* parent) {
1415 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1416 IWineD3DQueryImpl *object; /*NOTE: impl ref allowed since this is a create function */
1418 if (NULL == ppQuery) {
1419 /* Just a check to see if we support this type of query */
1420 HRESULT hr = WINED3DERR_NOTAVAILABLE;
1422 case WINED3DQUERYTYPE_OCCLUSION:
1423 TRACE("(%p) occlusion query\n", This);
1424 if (GL_SUPPORT(ARB_OCCLUSION_QUERY))
1427 WARN("Unsupported in local OpenGL implementation: ARB_OCCLUSION_QUERY/NV_OCCLUSION_QUERY\n");
1429 case WINED3DQUERYTYPE_VCACHE:
1430 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1431 case WINED3DQUERYTYPE_VERTEXSTATS:
1432 case WINED3DQUERYTYPE_EVENT:
1433 case WINED3DQUERYTYPE_TIMESTAMP:
1434 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1435 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1436 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1437 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1438 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1439 case WINED3DQUERYTYPE_PIXELTIMINGS:
1440 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1441 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1443 FIXME("(%p) Unhandled query type %d\n", This, Type);
1448 D3DCREATEOBJECTINSTANCE(object, Query)
1449 object->type = Type;
1450 /* allocated the 'extended' data based on the type of query requested */
1452 case WINED3DQUERYTYPE_OCCLUSION:
1453 if(GL_SUPPORT(ARB_OCCLUSION_QUERY)) {
1454 TRACE("(%p) Allocating data for an occlusion query\n", This);
1455 object->extendedData = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(WineQueryOcclusionData));
1456 GL_EXTCALL(glGenQueriesARB(1, &((WineQueryOcclusionData *)(object->extendedData))->queryId));
1459 case WINED3DQUERYTYPE_VCACHE:
1460 case WINED3DQUERYTYPE_RESOURCEMANAGER:
1461 case WINED3DQUERYTYPE_VERTEXSTATS:
1462 case WINED3DQUERYTYPE_EVENT:
1463 case WINED3DQUERYTYPE_TIMESTAMP:
1464 case WINED3DQUERYTYPE_TIMESTAMPDISJOINT:
1465 case WINED3DQUERYTYPE_TIMESTAMPFREQ:
1466 case WINED3DQUERYTYPE_PIPELINETIMINGS:
1467 case WINED3DQUERYTYPE_INTERFACETIMINGS:
1468 case WINED3DQUERYTYPE_VERTEXTIMINGS:
1469 case WINED3DQUERYTYPE_PIXELTIMINGS:
1470 case WINED3DQUERYTYPE_BANDWIDTHTIMINGS:
1471 case WINED3DQUERYTYPE_CACHEUTILIZATION:
1473 object->extendedData = 0;
1474 FIXME("(%p) Unhandled query type %d\n",This , Type);
1476 TRACE("(%p) : Created Query %p\n", This, object);
1480 /* example at http://www.fairyengine.com/articles/dxmultiviews.htm */
1481 static HRESULT WINAPI IWineD3DDeviceImpl_CreateAdditionalSwapChain(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, IWineD3DSwapChain** ppSwapChain,
1483 D3DCB_CREATERENDERTARGETFN D3DCB_CreateRenderTarget,
1484 D3DCB_CREATEDEPTHSTENCILSURFACEFN D3DCB_CreateDepthStencil) {
1485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1488 IWineD3DSwapChainImpl *object; /** NOTE: impl ref allowed since this is a create function **/
1490 XVisualInfo template;
1491 GLXContext oldContext;
1492 Drawable oldDrawable;
1493 HRESULT hr = WINED3D_OK;
1495 TRACE("(%p) : Created Aditional Swap Chain\n", This);
1497 /** FIXME: Test under windows to find out what the life cycle of a swap chain is,
1498 * does a device hold a reference to a swap chain giving them a lifetime of the device
1499 * or does the swap chain notify the device of its destruction.
1500 *******************************/
1502 /* Check the params */
1503 if(*pPresentationParameters->BackBufferCount > D3DPRESENT_BACK_BUFFER_MAX) {
1504 ERR("App requested %d back buffers, this is not supported for now\n", *pPresentationParameters->BackBufferCount);
1505 return WINED3DERR_INVALIDCALL;
1506 } else if (*pPresentationParameters->BackBufferCount > 1) {
1507 FIXME("The app requests more than one back buffer, this can't be supported properly. Please configure the application to use double buffering(=1 back buffer) if possible\n");
1510 D3DCREATEOBJECTINSTANCE(object, SwapChain)
1512 /*********************
1513 * Lookup the window Handle and the relating X window handle
1514 ********************/
1516 /* Setup hwnd we are using, plus which display this equates to */
1517 object->win_handle = *(pPresentationParameters->hDeviceWindow);
1518 if (!object->win_handle) {
1519 object->win_handle = This->createParms.hFocusWindow;
1522 object->win_handle = GetAncestor(object->win_handle, GA_ROOT);
1523 if ( !( object->win = (Window)GetPropA(object->win_handle, "__wine_x11_whole_window") ) ) {
1524 ERR("Can't get drawable (window), HWND:%p doesn't have the property __wine_x11_whole_window\n", object->win_handle);
1525 return WINED3DERR_NOTAVAILABLE;
1527 hDc = GetDC(object->win_handle);
1528 object->display = get_display(hDc);
1529 ReleaseDC(object->win_handle, hDc);
1530 TRACE("Using a display of %p %p\n", object->display, hDc);
1532 if (NULL == object->display || NULL == hDc) {
1533 WARN("Failed to get a display and HDc for Window %p\n", object->win_handle);
1534 return WINED3DERR_NOTAVAILABLE;
1537 if (object->win == 0) {
1538 WARN("Failed to get a valid XVisuial ID for the window %p\n", object->win_handle);
1539 return WINED3DERR_NOTAVAILABLE;
1542 object->orig_width = GetSystemMetrics(SM_CXSCREEN);
1543 object->orig_height = GetSystemMetrics(SM_CYSCREEN);
1546 * Create an opengl context for the display visual
1547 * NOTE: the visual is chosen as the window is created and the glcontext cannot
1548 * use different properties after that point in time. FIXME: How to handle when requested format
1549 * doesn't match actual visual? Cannot choose one here - code removed as it ONLY works if the one
1550 * it chooses is identical to the one already being used!
1551 **********************************/
1553 /** FIXME: Handle stencil appropriately via EnableAutoDepthStencil / AutoDepthStencilFormat **/
1556 /* Create a new context for this swapchain */
1557 template.visualid = (VisualID)GetPropA(GetDesktopWindow(), "__wine_x11_visual_id");
1558 /* TODO: change this to find a similar visual, but one with a stencil/zbuffer buffer that matches the request
1559 (or the best possible if none is requested) */
1560 TRACE("Found x visual ID : %ld\n", template.visualid);
1562 object->visInfo = XGetVisualInfo(object->display, VisualIDMask, &template, &num);
1563 if (NULL == object->visInfo) {
1564 ERR("cannot really get XVisual\n");
1566 return WINED3DERR_NOTAVAILABLE;
1569 /* Write out some debug info about the visual/s */
1570 TRACE("Using x visual ID : %ld\n", template.visualid);
1571 TRACE(" visual info: %p\n", object->visInfo);
1572 TRACE(" num items : %d\n", num);
1573 for (n = 0;n < num; n++) {
1574 TRACE("=====item=====: %d\n", n + 1);
1575 TRACE(" visualid : %ld\n", object->visInfo[n].visualid);
1576 TRACE(" screen : %d\n", object->visInfo[n].screen);
1577 TRACE(" depth : %u\n", object->visInfo[n].depth);
1578 TRACE(" class : %d\n", object->visInfo[n].class);
1579 TRACE(" red_mask : %ld\n", object->visInfo[n].red_mask);
1580 TRACE(" green_mask : %ld\n", object->visInfo[n].green_mask);
1581 TRACE(" blue_mask : %ld\n", object->visInfo[n].blue_mask);
1582 TRACE(" colormap_size : %d\n", object->visInfo[n].colormap_size);
1583 TRACE(" bits_per_rgb : %d\n", object->visInfo[n].bits_per_rgb);
1584 /* log some extra glx info */
1585 glXGetConfig(object->display, object->visInfo, GLX_AUX_BUFFERS, &value);
1586 TRACE(" gl_aux_buffers : %d\n", value);
1587 glXGetConfig(object->display, object->visInfo, GLX_BUFFER_SIZE ,&value);
1588 TRACE(" gl_buffer_size : %d\n", value);
1589 glXGetConfig(object->display, object->visInfo, GLX_RED_SIZE, &value);
1590 TRACE(" gl_red_size : %d\n", value);
1591 glXGetConfig(object->display, object->visInfo, GLX_GREEN_SIZE, &value);
1592 TRACE(" gl_green_size : %d\n", value);
1593 glXGetConfig(object->display, object->visInfo, GLX_BLUE_SIZE, &value);
1594 TRACE(" gl_blue_size : %d\n", value);
1595 glXGetConfig(object->display, object->visInfo, GLX_ALPHA_SIZE, &value);
1596 TRACE(" gl_alpha_size : %d\n", value);
1597 glXGetConfig(object->display, object->visInfo, GLX_DEPTH_SIZE ,&value);
1598 TRACE(" gl_depth_size : %d\n", value);
1599 glXGetConfig(object->display, object->visInfo, GLX_STENCIL_SIZE, &value);
1600 TRACE(" gl_stencil_size : %d\n", value);
1602 /* Now choose a similar visual ID*/
1604 #ifdef USE_CONTEXT_MANAGER
1606 /** TODO: use a context mamager **/
1610 IWineD3DSwapChain *implSwapChain;
1611 if (WINED3D_OK != IWineD3DDevice_GetSwapChain(iface, 0, &implSwapChain)) {
1612 /* The first time around we create the context that is shared with all other swapchains and render targets */
1613 object->glCtx = glXCreateContext(object->display, object->visInfo, NULL, GL_TRUE);
1614 TRACE("Creating implicit context for vis %p, hwnd %p\n", object->display, object->visInfo);
1617 TRACE("Creating context for vis %p, hwnd %p\n", object->display, object->visInfo);
1618 /* TODO: don't use Impl structures outside of create functions! (a context manager will replace the ->glCtx) */
1619 /* and create a new context with the implicit swapchains context as the shared context */
1620 object->glCtx = glXCreateContext(object->display, object->visInfo, ((IWineD3DSwapChainImpl *)implSwapChain)->glCtx, GL_TRUE);
1621 IWineD3DSwapChain_Release(implSwapChain);
1626 XFree(object->visInfo);
1627 object->visInfo = NULL;
1631 if (!object->glCtx) {
1632 ERR("Failed to create GLX context\n");
1633 return WINED3DERR_NOTAVAILABLE;
1635 TRACE("Context created (HWND=%p, glContext=%p, Window=%ld, VisInfo=%p)\n",
1636 object->win_handle, object->glCtx, object->win, object->visInfo);
1639 /*********************
1640 * Windowed / Fullscreen
1641 *******************/
1644 * TODO: MSDN says that we are only allowed one fullscreen swapchain per device,
1645 * so we should really check to see if there is a fullscreen swapchain already
1646 * I think Windows and X have different ideas about fullscreen, does a single head count as full screen?
1647 **************************************/
1649 if (!*(pPresentationParameters->Windowed)) {
1655 /* Get info on the current display setup */
1656 hdc = CreateDCA("DISPLAY", NULL, NULL, NULL);
1657 bpp = GetDeviceCaps(hdc, BITSPIXEL);
1660 /* Change the display settings */
1661 memset(&devmode, 0, sizeof(DEVMODEW));
1662 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
1663 devmode.dmBitsPerPel = (bpp >= 24) ? 32 : bpp; /* Stupid XVidMode cannot change bpp */
1664 devmode.dmPelsWidth = *(pPresentationParameters->BackBufferWidth);
1665 devmode.dmPelsHeight = *(pPresentationParameters->BackBufferHeight);
1666 MultiByteToWideChar(CP_ACP, 0, "Gamers CG", -1, devmode.dmDeviceName, CCHDEVICENAME);
1667 ChangeDisplaySettingsExW(devmode.dmDeviceName, &devmode, object->win_handle, CDS_FULLSCREEN, NULL);
1669 /* Make popup window */
1670 SetWindowLongA(object->win_handle, GWL_STYLE, WS_POPUP);
1671 SetWindowPos(object->win_handle, HWND_TOP, 0, 0,
1672 *(pPresentationParameters->BackBufferWidth),
1673 *(pPresentationParameters->BackBufferHeight), SWP_SHOWWINDOW | SWP_FRAMECHANGED);
1675 /* For GetDisplayMode */
1676 This->ddraw_width = devmode.dmPelsWidth;
1677 This->ddraw_height = devmode.dmPelsHeight;
1678 This->ddraw_format = *(pPresentationParameters->BackBufferFormat);
1682 /** MSDN: If Windowed is TRUE and either of the BackBufferWidth/Height values is zero,
1683 * then the corresponding dimension of the client area of the hDeviceWindow
1684 * (or the focus window, if hDeviceWindow is NULL) is taken.
1685 **********************/
1687 if (*(pPresentationParameters->Windowed) &&
1688 ((*(pPresentationParameters->BackBufferWidth) == 0) ||
1689 (*(pPresentationParameters->BackBufferHeight) == 0))) {
1692 GetClientRect(object->win_handle, &Rect);
1694 if (*(pPresentationParameters->BackBufferWidth) == 0) {
1695 *(pPresentationParameters->BackBufferWidth) = Rect.right;
1696 TRACE("Updating width to %d\n", *(pPresentationParameters->BackBufferWidth));
1698 if (*(pPresentationParameters->BackBufferHeight) == 0) {
1699 *(pPresentationParameters->BackBufferHeight) = Rect.bottom;
1700 TRACE("Updating height to %d\n", *(pPresentationParameters->BackBufferHeight));
1704 /*********************
1705 * finish off parameter initialization
1706 *******************/
1708 /* Put the correct figures in the presentation parameters */
1709 TRACE("Copying across presentation parameters\n");
1710 object->presentParms.BackBufferWidth = *(pPresentationParameters->BackBufferWidth);
1711 object->presentParms.BackBufferHeight = *(pPresentationParameters->BackBufferHeight);
1712 object->presentParms.BackBufferFormat = *(pPresentationParameters->BackBufferFormat);
1713 object->presentParms.BackBufferCount = *(pPresentationParameters->BackBufferCount);
1714 object->presentParms.MultiSampleType = *(pPresentationParameters->MultiSampleType);
1715 object->presentParms.MultiSampleQuality = NULL == pPresentationParameters->MultiSampleQuality ? 0 : *(pPresentationParameters->MultiSampleQuality);
1716 object->presentParms.SwapEffect = *(pPresentationParameters->SwapEffect);
1717 object->presentParms.hDeviceWindow = *(pPresentationParameters->hDeviceWindow);
1718 object->presentParms.Windowed = *(pPresentationParameters->Windowed);
1719 object->presentParms.EnableAutoDepthStencil = *(pPresentationParameters->EnableAutoDepthStencil);
1720 object->presentParms.AutoDepthStencilFormat = *(pPresentationParameters->AutoDepthStencilFormat);
1721 object->presentParms.Flags = *(pPresentationParameters->Flags);
1722 object->presentParms.FullScreen_RefreshRateInHz = *(pPresentationParameters->FullScreen_RefreshRateInHz);
1723 object->presentParms.PresentationInterval = *(pPresentationParameters->PresentationInterval);
1726 /*********************
1727 * Create the back, front and stencil buffers
1728 *******************/
1730 TRACE("calling rendertarget CB\n");
1731 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1733 object->presentParms.BackBufferWidth,
1734 object->presentParms.BackBufferHeight,
1735 object->presentParms.BackBufferFormat,
1736 object->presentParms.MultiSampleType,
1737 object->presentParms.MultiSampleQuality,
1738 TRUE /* Lockable */,
1739 &object->frontBuffer,
1740 NULL /* pShared (always null)*/);
1741 if (object->frontBuffer != NULL)
1742 IWineD3DSurface_SetContainer(object->frontBuffer, (IWineD3DBase *)object);
1744 if(object->presentParms.BackBufferCount > 0) {
1747 object->backBuffer = HeapAlloc(GetProcessHeap(), 0, sizeof(IWineD3DSurface *) * object->presentParms.BackBufferCount);
1748 if(!object->backBuffer) {
1749 ERR("Out of memory\n");
1751 if (object->frontBuffer) {
1752 IUnknown *bufferParent;
1753 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1754 IUnknown_Release(bufferParent); /* once for the get parent */
1755 if (IUnknown_Release(bufferParent) > 0) {
1756 FIXME("(%p) Something's still holding the front buffer\n",This);
1759 HeapFree(GetProcessHeap(), 0, object);
1760 return E_OUTOFMEMORY;
1763 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1764 TRACE("calling rendertarget CB\n");
1765 hr = D3DCB_CreateRenderTarget((IUnknown *) This->parent,
1767 object->presentParms.BackBufferWidth,
1768 object->presentParms.BackBufferHeight,
1769 object->presentParms.BackBufferFormat,
1770 object->presentParms.MultiSampleType,
1771 object->presentParms.MultiSampleQuality,
1772 TRUE /* Lockable */,
1773 &object->backBuffer[i],
1774 NULL /* pShared (always null)*/);
1775 if(hr == WINED3D_OK && object->backBuffer[i]) {
1776 IWineD3DSurface_SetContainer(object->backBuffer[i], (IWineD3DBase *)object);
1782 object->backBuffer = NULL;
1785 if (object->backBuffer != NULL) {
1787 glDrawBuffer(GL_BACK);
1788 checkGLcall("glDrawBuffer(GL_BACK)");
1791 /* Single buffering - draw to front buffer */
1793 glDrawBuffer(GL_FRONT);
1794 checkGLcall("glDrawBuffer(GL_FRONT)");
1798 /* Under directX swapchains share the depth stencil, so only create one depth-stencil */
1799 if (*(pPresentationParameters->EnableAutoDepthStencil) && hr == WINED3D_OK) {
1800 TRACE("Creating depth stencil buffer\n");
1801 if (This->depthStencilBuffer == NULL ) {
1802 hr = D3DCB_CreateDepthStencil((IUnknown *) This->parent,
1804 object->presentParms.BackBufferWidth,
1805 object->presentParms.BackBufferHeight,
1806 object->presentParms.AutoDepthStencilFormat,
1807 object->presentParms.MultiSampleType,
1808 object->presentParms.MultiSampleQuality,
1809 FALSE /* FIXME: Discard */,
1810 &This->depthStencilBuffer,
1811 NULL /* pShared (always null)*/ );
1812 if (This->depthStencilBuffer != NULL)
1813 IWineD3DSurface_SetContainer(This->depthStencilBuffer, 0);
1816 /** TODO: A check on width, height and multisample types
1817 *(since the zbuffer must be at least as large as the render target and have the same multisample parameters)
1818 ****************************/
1819 object->wantsDepthStencilBuffer = TRUE;
1821 object->wantsDepthStencilBuffer = FALSE;
1824 TRACE("FrontBuf @ %p, BackBuf @ %p, DepthStencil %d\n",object->frontBuffer, object->backBuffer ? object->backBuffer[0] : NULL, object->wantsDepthStencilBuffer);
1827 /*********************
1828 * init the default renderTarget management
1829 *******************/
1830 object->drawable = object->win;
1831 object->render_ctx = object->glCtx;
1833 if (hr == WINED3D_OK) {
1834 /*********************
1835 * Setup some defaults and clear down the buffers
1836 *******************/
1838 /** save current context and drawable **/
1839 oldContext = glXGetCurrentContext();
1840 oldDrawable = glXGetCurrentDrawable();
1842 TRACE("Activating context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1843 if (glXMakeCurrent(object->display, object->win, object->glCtx) == False) {
1844 ERR("Error in setting current context (display %p context %p drawable %ld)!\n", object->display, object->glCtx, object->win);
1846 checkGLcall("glXMakeCurrent");
1848 TRACE("Setting up the screen\n");
1849 /* Clear the screen */
1850 glClearColor(1.0, 0.0, 0.0, 0.0);
1851 checkGLcall("glClearColor");
1854 glClearStencil(0xffff);
1856 checkGLcall("glClear");
1858 glColor3f(1.0, 1.0, 1.0);
1859 checkGLcall("glColor3f");
1861 glEnable(GL_LIGHTING);
1862 checkGLcall("glEnable");
1864 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);
1865 checkGLcall("glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, GL_TRUE);");
1867 glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);
1868 checkGLcall("glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE_EXT);");
1870 glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);
1871 checkGLcall("glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL, GL_SEPARATE_SPECULAR_COLOR);");
1873 /* switch back to the original context (if there was one)*/
1874 if (This->swapchains) {
1875 /** TODO: restore the context and drawable **/
1876 glXMakeCurrent(object->display, oldDrawable, oldContext);
1879 /* Set the surface alignment. This never changes, so we are safe to set it once per context*/
1880 glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);
1881 checkGLcall("glPixelStorei(GL_PACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1882 glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);
1883 checkGLcall("glPixelStorei(GL_UNPACK_ALIGNMENT, SURFACE_ALIGNMENT);");
1887 TRACE("Set swapchain to %p\n", object);
1888 } else { /* something went wrong so clean up */
1889 IUnknown* bufferParent;
1890 if (object->frontBuffer) {
1892 IWineD3DSurface_GetParent(object->frontBuffer, &bufferParent);
1893 IUnknown_Release(bufferParent); /* once for the get parent */
1894 if (IUnknown_Release(bufferParent) > 0) {
1895 FIXME("(%p) Something's still holding the front buffer\n",This);
1898 if (object->backBuffer) {
1900 for(i = 0; i < object->presentParms.BackBufferCount; i++) {
1901 if(object->backBuffer[i]) {
1902 IWineD3DSurface_GetParent(object->backBuffer[i], &bufferParent);
1903 IUnknown_Release(bufferParent); /* once for the get parent */
1904 if (IUnknown_Release(bufferParent) > 0) {
1905 FIXME("(%p) Something's still holding the back buffer\n",This);
1909 HeapFree(GetProcessHeap(), 0, object->backBuffer);
1910 object->backBuffer = NULL;
1912 /* NOTE: don't clean up the depthstencil buffer because it belongs to the device */
1913 /* Clean up the context */
1914 /* check that we are the current context first (we shouldn't be though!) */
1915 if (object->glCtx != 0) {
1916 if(glXGetCurrentContext() == object->glCtx) {
1917 glXMakeCurrent(object->display, None, NULL);
1919 glXDestroyContext(object->display, object->glCtx);
1921 HeapFree(GetProcessHeap(), 0, object);
1928 /** NOTE: These are ahead of the other getters and setters to save using a forward declaration **/
1929 static UINT WINAPI IWineD3DDeviceImpl_GetNumberOfSwapChains(IWineD3DDevice *iface) {
1930 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1931 TRACE("(%p)\n", This);
1933 return This->NumberOfSwapChains;
1936 static HRESULT WINAPI IWineD3DDeviceImpl_GetSwapChain(IWineD3DDevice *iface, UINT iSwapChain, IWineD3DSwapChain **pSwapChain) {
1937 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1938 TRACE("(%p) : swapchain %d\n", This, iSwapChain);
1940 if(iSwapChain < This->NumberOfSwapChains) {
1941 *pSwapChain = This->swapchains[iSwapChain];
1942 IWineD3DSwapChain_AddRef(*pSwapChain);
1943 TRACE("(%p) returning %p\n", This, *pSwapChain);
1946 TRACE("Swapchain out of range\n");
1948 return WINED3DERR_INVALIDCALL;
1953 * Vertex Declaration
1955 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexDeclaration(IWineD3DDevice* iface, CONST VOID* pDeclaration, IWineD3DVertexDeclaration** ppVertexDeclaration, IUnknown *parent) {
1956 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1957 IWineD3DVertexDeclarationImpl *object = NULL;
1958 HRESULT hr = WINED3D_OK;
1959 TRACE("(%p) : directXVersion=%u, pFunction=%p, ppDecl=%p\n", This, ((IWineD3DImpl *)This->wineD3D)->dxVersion, pDeclaration, ppVertexDeclaration);
1960 D3DCREATEOBJECTINSTANCE(object, VertexDeclaration)
1963 hr = IWineD3DVertexDeclaration_SetDeclaration((IWineD3DVertexDeclaration *)object, (void *)pDeclaration);
1968 /* http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/programmable/vertexshaders/vscreate.asp */
1969 static HRESULT WINAPI IWineD3DDeviceImpl_CreateVertexShader(IWineD3DDevice *iface, CONST DWORD *pDeclaration, CONST DWORD *pFunction, IWineD3DVertexShader **ppVertexShader, IUnknown *parent) {
1970 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
1971 IWineD3DVertexShaderImpl *object; /* NOTE: impl usage is ok, this is a create */
1972 HRESULT hr = WINED3D_OK;
1973 D3DCREATESHADEROBJECTINSTANCE(object, VertexShader)
1974 object->baseShader.shader_ins = IWineD3DVertexShaderImpl_shader_ins;
1976 TRACE("(%p) : Created Vertex shader %p\n", This, *ppVertexShader);
1978 /* If a vertex declaration has been passed, save it to the vertex shader, this affects d3d8 only. */
1979 /* Further it needs to be set before calling SetFunction as SetFunction needs the declaration. */
1980 if (pDeclaration != NULL) {
1981 IWineD3DVertexDeclaration *vertexDeclaration;
1982 hr = IWineD3DDevice_CreateVertexDeclaration(iface, pDeclaration, &vertexDeclaration ,NULL);
1983 if (WINED3D_OK == hr) {
1984 TRACE("(%p) : Setting vertex declaration to %p\n", This, vertexDeclaration);
1985 object->vertexDeclaration = vertexDeclaration;
1987 FIXME("(%p) : Failed to set the declaration, returning WINED3DERR_INVALIDCALL\n", iface);
1988 IWineD3DVertexShader_Release(*ppVertexShader);
1989 return WINED3DERR_INVALIDCALL;
1993 hr = IWineD3DVertexShader_SetFunction(*ppVertexShader, pFunction);
1995 if (WINED3D_OK != hr) {
1996 FIXME("(%p) : Failed to set the function, returning WINED3DERR_INVALIDCALL\n", iface);
1997 IWineD3DVertexShader_Release(*ppVertexShader);
1998 return WINED3DERR_INVALIDCALL;
2001 #if 0 /* TODO: In D3D* SVP is atatched to the shader, in D3D9 it's attached to the device and isn't stored in the stateblock. */
2002 if(Usage == WINED3DUSAGE_SOFTWAREVERTEXPROCESSING) {
2013 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePixelShader(IWineD3DDevice *iface, CONST DWORD *pFunction, IWineD3DPixelShader **ppPixelShader, IUnknown *parent) {
2014 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2015 IWineD3DPixelShaderImpl *object; /* NOTE: impl allowed, this is a create */
2016 HRESULT hr = WINED3D_OK;
2018 D3DCREATESHADEROBJECTINSTANCE(object, PixelShader)
2019 object->baseShader.shader_ins = IWineD3DPixelShaderImpl_shader_ins;
2020 hr = IWineD3DPixelShader_SetFunction(*ppPixelShader, pFunction);
2021 if (WINED3D_OK == hr) {
2022 TRACE("(%p) : Created Pixel shader %p\n", This, *ppPixelShader);
2024 WARN("(%p) : Failed to create pixel shader\n", This);
2030 static HRESULT WINAPI IWineD3DDeviceImpl_CreatePalette(IWineD3DDevice *iface, DWORD Flags, PALETTEENTRY *PalEnt, IWineD3DPalette **Palette, IUnknown *Parent) {
2031 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2032 IWineD3DPaletteImpl *object;
2034 TRACE("(%p)->(%x, %p, %p, %p)\n", This, Flags, PalEnt, Palette, Parent);
2036 /* Create the new object */
2037 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DPaletteImpl));
2039 ERR("Out of memory when allocating memory for a IWineD3DPalette implementation\n");
2040 return E_OUTOFMEMORY;
2043 object->lpVtbl = &IWineD3DPalette_Vtbl;
2045 object->Flags = Flags;
2046 object->parent = Parent;
2047 object->wineD3DDevice = This;
2048 object->palNumEntries = IWineD3DPaletteImpl_Size(Flags);
2050 object->hpal = CreatePalette((const LOGPALETTE*)&(object->palVersion));
2053 HeapFree( GetProcessHeap(), 0, object);
2054 return E_OUTOFMEMORY;
2057 hr = IWineD3DPalette_SetEntries((IWineD3DPalette *) object, 0, 0, IWineD3DPaletteImpl_Size(Flags), PalEnt);
2059 IWineD3DPalette_Release((IWineD3DPalette *) object);
2063 *Palette = (IWineD3DPalette *) object;
2068 static HRESULT WINAPI IWineD3DDeviceImpl_Init3D(IWineD3DDevice *iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters, D3DCB_CREATEADDITIONALSWAPCHAIN D3DCB_CreateAdditionalSwapChain) {
2069 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2070 IWineD3DSwapChainImpl *swapchain;
2072 TRACE("(%p)->(%p,%p)\n", This, pPresentationParameters, D3DCB_CreateAdditionalSwapChain);
2073 if(This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2075 /* TODO: Test if OpenGL is compiled in and loaded */
2077 /* Setup the implicit swapchain */
2078 TRACE("Creating implicit swapchain\n");
2079 if (D3D_OK != D3DCB_CreateAdditionalSwapChain((IUnknown *) This->parent, pPresentationParameters, (IWineD3DSwapChain **)&swapchain) || swapchain == NULL) {
2080 WARN("Failed to create implicit swapchain\n");
2081 return WINED3DERR_INVALIDCALL;
2084 This->NumberOfSwapChains = 1;
2085 This->swapchains = HeapAlloc(GetProcessHeap(), 0, This->NumberOfSwapChains * sizeof(IWineD3DSwapChain *));
2086 if(!This->swapchains) {
2087 ERR("Out of memory!\n");
2088 IWineD3DSwapChain_Release( (IWineD3DSwapChain *) swapchain);
2089 return E_OUTOFMEMORY;
2091 This->swapchains[0] = (IWineD3DSwapChain *) swapchain;
2093 if(swapchain->backBuffer && swapchain->backBuffer[0]) {
2094 TRACE("Setting rendertarget to %p\n", swapchain->backBuffer);
2095 This->renderTarget = swapchain->backBuffer[0];
2098 TRACE("Setting rendertarget to %p\n", swapchain->frontBuffer);
2099 This->renderTarget = swapchain->frontBuffer;
2101 IWineD3DSurface_AddRef(This->renderTarget);
2102 /* Depth Stencil support */
2103 This->stencilBufferTarget = This->depthStencilBuffer;
2104 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
2105 set_depth_stencil_fbo(iface, This->depthStencilBuffer);
2107 if (NULL != This->stencilBufferTarget) {
2108 IWineD3DSurface_AddRef(This->stencilBufferTarget);
2111 /* Set up some starting GL setup */
2114 * Initialize openGL extension related variables
2115 * with Default values
2118 ((IWineD3DImpl *) This->wineD3D)->isGLInfoValid = IWineD3DImpl_FillGLCaps( This->wineD3D, swapchain->display);
2119 /* Setup all the devices defaults */
2120 IWineD3DStateBlock_InitStartupStateBlock((IWineD3DStateBlock *)This->stateBlock);
2122 IWineD3DImpl_CheckGraphicsMemory();
2126 /* Initialize our list of GLSL programs */
2127 list_init(&This->glsl_shader_progs);
2129 { /* Set a default viewport */
2133 vp.Width = *(pPresentationParameters->BackBufferWidth);
2134 vp.Height = *(pPresentationParameters->BackBufferHeight);
2137 IWineD3DDevice_SetViewport((IWineD3DDevice *)This, &vp);
2140 /* Initialize the current view state */
2141 This->modelview_valid = 1;
2142 This->proj_valid = 0;
2143 This->view_ident = 1;
2144 This->last_was_rhw = 0;
2145 glGetIntegerv(GL_MAX_LIGHTS, &This->maxConcurrentLights);
2146 TRACE("(%p) All defaults now set up, leaving Init3D with %p\n", This, This);
2148 /* Clear the screen */
2149 IWineD3DDevice_Clear((IWineD3DDevice *) This, 0, NULL, WINED3DCLEAR_STENCIL|WINED3DCLEAR_ZBUFFER|WINED3DCLEAR_TARGET, 0x00, 1.0, 0);
2151 This->d3d_initialized = TRUE;
2155 static HRESULT WINAPI IWineD3DDeviceImpl_Uninit3D(IWineD3DDevice *iface, D3DCB_DESTROYSURFACEFN D3DCB_DestroyDepthStencilSurface) {
2156 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2158 IUnknown* swapChainParent;
2160 TRACE("(%p)\n", This);
2162 if(!This->d3d_initialized) return WINED3DERR_INVALIDCALL;
2164 /* Delete the mouse cursor texture */
2165 if(This->cursorTexture) {
2167 glDeleteTextures(1, &This->cursorTexture);
2169 This->cursorTexture = 0;
2172 for(sampler = 0; sampler < GL_LIMITS(sampler_stages); ++sampler) {
2173 IWineD3DDevice_SetTexture(iface, sampler, NULL);
2176 /* Release the buffers (with sanity checks)*/
2177 TRACE("Releasing the depth stencil buffer at %p\n", This->stencilBufferTarget);
2178 if(This->stencilBufferTarget != NULL && (IWineD3DSurface_Release(This->stencilBufferTarget) >0)){
2179 if(This->depthStencilBuffer != This->stencilBufferTarget)
2180 FIXME("(%p) Something's still holding the depthStencilBuffer\n",This);
2182 This->stencilBufferTarget = NULL;
2184 TRACE("Releasing the render target at %p\n", This->renderTarget);
2185 if(IWineD3DSurface_Release(This->renderTarget) >0){
2186 /* This check is a bit silly, itshould be in swapchain_release FIXME("(%p) Something's still holding the renderTarget\n",This); */
2188 TRACE("Setting rendertarget to NULL\n");
2189 This->renderTarget = NULL;
2191 if (This->depthStencilBuffer) {
2192 if(D3DCB_DestroyDepthStencilSurface > 0) {
2193 FIXME("(%p) Something's still holding the depthStencilBuffer\n", This);
2195 This->depthStencilBuffer = NULL;
2198 for(i=0; i < This->NumberOfSwapChains; i++) {
2199 TRACE("Releasing the implicit swapchain %d\n", i);
2200 /* Swapchain 0 is special because it's created in startup with a hanging parent, so we have to release its parent now */
2201 IWineD3DSwapChain_GetParent(This->swapchains[i], &swapChainParent);
2202 IUnknown_Release(swapChainParent); /* once for the get parent */
2203 if (IUnknown_Release(swapChainParent) > 0) { /* the second time for when it was created */
2204 FIXME("(%p) Something's still holding the implicit swapchain\n", This);
2208 HeapFree(GetProcessHeap(), 0, This->swapchains);
2209 This->swapchains = NULL;
2210 This->NumberOfSwapChains = 0;
2212 This->d3d_initialized = FALSE;
2216 static void WINAPI IWineD3DDeviceImpl_SetFullscreen(IWineD3DDevice *iface, BOOL fullscreen) {
2217 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
2218 TRACE("(%p) Setting DDraw fullscreen mode to %s\n", This, fullscreen ? "true" : "false");
2220 /* DirectDraw apps can change between fullscreen and windowed mode after device creation with
2221 * IDirectDraw7::SetCooperativeLevel. The GDI surface implementation needs to know this.
2222 * DDraw doesn't necessarily have a swapchain, so we have to store the fullscreen flag
2225 This->ddraw_fullscreen = fullscreen;
2228 static HRESULT WINAPI IWineD3DDeviceImpl_EnumDisplayModes(IWineD3DDevice *iface, DWORD Flags, UINT Width, UINT Height, WINED3DFORMAT pixelformat, LPVOID context, D3DCB_ENUMDISPLAYMODESCALLBACK callback) {
2229 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2233 const PixelFormatDesc *formatDesc = getFormatDescEntry(pixelformat);
2235 TRACE("(%p)->(%x,%d,%d,%d,%p,%p)\n", This, Flags, Width, Height, pixelformat, context, callback);
2237 for (i = 0; EnumDisplaySettingsExW(NULL, i, &DevModeW, 0); i++) {
2238 /* Ignore some modes if a description was passed */
2239 if ( (Width > 0) && (Width != DevModeW.dmPelsWidth)) continue;
2240 if ( (Height > 0) && (Height != DevModeW.dmPelsHeight)) continue;
2241 if ( (pixelformat != WINED3DFMT_UNKNOWN) && ( formatDesc->bpp != DevModeW.dmBitsPerPel) ) continue;
2243 TRACE("Enumerating %dx%d@%s\n", DevModeW.dmPelsWidth, DevModeW.dmPelsHeight, debug_d3dformat(pixelformat_for_depth(DevModeW.dmBitsPerPel)));
2245 if (callback((IUnknown *) This, (UINT) DevModeW.dmPelsWidth, (UINT) DevModeW.dmPelsHeight, pixelformat_for_depth(DevModeW.dmBitsPerPel), 60.0, context) == DDENUMRET_CANCEL)
2252 static HRESULT WINAPI IWineD3DDeviceImpl_SetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
2254 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2256 const PixelFormatDesc *formatDesc = getFormatDescEntry(pMode->Format);
2258 TRACE("(%p)->(%d,%p) Mode=%dx%dx@%d, %s\n", This, iSwapChain, pMode, pMode->Width, pMode->Height, pMode->RefreshRate, debug_d3dformat(pMode->Format));
2260 /* Resize the screen even without a window:
2261 * The app could have unset it with SetCooperativeLevel, but not called
2262 * RestoreDisplayMode first. Then the release will call RestoreDisplayMode,
2263 * but we don't have any hwnd
2266 devmode.dmFields = DM_BITSPERPEL | DM_PELSWIDTH | DM_PELSHEIGHT;
2267 devmode.dmBitsPerPel = formatDesc->bpp * 8;
2268 if(devmode.dmBitsPerPel == 24) devmode.dmBitsPerPel = 32;
2269 devmode.dmPelsWidth = pMode->Width;
2270 devmode.dmPelsHeight = pMode->Height;
2272 devmode.dmDisplayFrequency = pMode->RefreshRate;
2273 if (pMode->RefreshRate != 0) {
2274 devmode.dmFields |= DM_DISPLAYFREQUENCY;
2277 /* Only change the mode if necessary */
2278 if( (This->ddraw_width == pMode->Width) &&
2279 (This->ddraw_height == pMode->Height) &&
2280 (This->ddraw_format == pMode->Format) &&
2281 (pMode->RefreshRate == 0) ) {
2285 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL);
2286 if (ret != DISP_CHANGE_SUCCESSFUL) {
2287 if(devmode.dmDisplayFrequency != 0) {
2288 WARN("ChangeDisplaySettingsExW failed, trying without the refresh rate\n");
2289 devmode.dmFields &= ~DM_DISPLAYFREQUENCY;
2290 devmode.dmDisplayFrequency = 0;
2291 ret = ChangeDisplaySettingsExW(NULL, &devmode, NULL, CDS_FULLSCREEN, NULL) != DISP_CHANGE_SUCCESSFUL;
2293 if(ret != DISP_CHANGE_SUCCESSFUL) {
2294 return DDERR_INVALIDMODE;
2298 /* Store the new values */
2299 This->ddraw_width = pMode->Width;
2300 This->ddraw_height = pMode->Height;
2301 This->ddraw_format = pMode->Format;
2303 /* Only do this with a window of course */
2304 if(This->ddraw_window)
2305 MoveWindow(This->ddraw_window, 0, 0, pMode->Width, pMode->Height, TRUE);
2310 static HRESULT WINAPI IWineD3DDeviceImpl_GetDirect3D(IWineD3DDevice *iface, IWineD3D **ppD3D) {
2311 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2312 *ppD3D= This->wineD3D;
2313 TRACE("(%p) : wineD3D returning %p\n", This, *ppD3D);
2314 IWineD3D_AddRef(*ppD3D);
2318 static UINT WINAPI IWineD3DDeviceImpl_GetAvailableTextureMem(IWineD3DDevice *iface) {
2319 /** NOTE: There's a probably a hack-around for this one by putting as many pbuffers, VBOs (or whatever)
2320 * into the video ram as possible and seeing how many fit
2321 * you can also get the correct initial value from nvidia and ATI's driver via X
2322 * texture memory is video memory + AGP memory
2323 *******************/
2324 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2325 static BOOL showfixmes = TRUE;
2327 FIXME("(%p) : stub, simulating %dMB for now, returning %dMB left\n", This,
2328 (wined3d_settings.emulated_textureram/(1024*1024)),
2329 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2332 TRACE("(%p) : simulating %dMB, returning %dMB left\n", This,
2333 (wined3d_settings.emulated_textureram/(1024*1024)),
2334 ((wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram) / (1024*1024)));
2335 /* return simulated texture memory left */
2336 return (wined3d_settings.emulated_textureram - wineD3DGlobalStatistics->glsurfaceram);
2344 static HRESULT WINAPI IWineD3DDeviceImpl_SetFVF(IWineD3DDevice *iface, DWORD fvf) {
2345 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2346 HRESULT hr = WINED3D_OK;
2348 /* Update the current state block */
2349 This->updateStateBlock->fvf = fvf;
2350 This->updateStateBlock->changed.fvf = TRUE;
2351 This->updateStateBlock->set.fvf = TRUE;
2353 TRACE("(%p) : FVF Shader FVF set to %x\n", This, fvf);
2358 static HRESULT WINAPI IWineD3DDeviceImpl_GetFVF(IWineD3DDevice *iface, DWORD *pfvf) {
2359 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2360 TRACE("(%p) : GetFVF returning %x\n", This, This->stateBlock->fvf);
2361 *pfvf = This->stateBlock->fvf;
2366 * Get / Set Stream Source
2368 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer* pStreamData, UINT OffsetInBytes, UINT Stride) {
2369 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2370 IWineD3DVertexBuffer *oldSrc;
2372 /**TODO: instance and index data, see
2373 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2375 http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/SetStreamSourceFreq.asp
2378 /* D3d9 only, but shouldn't hurt d3d8 */
2381 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2383 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2384 FIXME("stream index data not supported\n");
2386 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2387 FIXME("stream instance data not supported\n");
2391 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2393 if (StreamNumber >= MAX_STREAMS) {
2394 WARN("Stream out of range %d\n", StreamNumber);
2395 return WINED3DERR_INVALIDCALL;
2398 oldSrc = This->stateBlock->streamSource[StreamNumber];
2399 TRACE("(%p) : StreamNo: %d, OldStream (%p), NewStream (%p), NewStride %d\n", This, StreamNumber, oldSrc, pStreamData, Stride);
2401 This->updateStateBlock->changed.streamSource[StreamNumber] = TRUE;
2402 This->updateStateBlock->set.streamSource[StreamNumber] = TRUE;
2403 This->updateStateBlock->streamStride[StreamNumber] = Stride;
2404 This->updateStateBlock->streamSource[StreamNumber] = pStreamData;
2405 This->updateStateBlock->streamOffset[StreamNumber] = OffsetInBytes;
2406 This->updateStateBlock->streamFlags[StreamNumber] = streamFlags;
2408 /* Handle recording of state blocks */
2409 if (This->isRecordingState) {
2410 TRACE("Recording... not performing anything\n");
2414 /* Same stream object: no action */
2415 if (oldSrc == pStreamData)
2418 /* Need to do a getParent and pass the reffs up */
2419 /* MSDN says ..... When an application no longer holds a references to this interface, the interface will automatically be freed.
2420 which suggests that we shouldn't be ref counting? and do need a _release on the stream source to reset the stream source
2421 so for now, just count internally */
2422 if (pStreamData != NULL) {
2423 IWineD3DVertexBufferImpl *vbImpl = (IWineD3DVertexBufferImpl *) pStreamData;
2424 if( (vbImpl->Flags & VBFLAG_STREAM) && vbImpl->stream != StreamNumber) {
2425 WARN("Assigning a Vertex Buffer to stream %d which is already assigned to stream %d\n", StreamNumber, vbImpl->stream);
2427 vbImpl->stream = StreamNumber;
2428 vbImpl->Flags |= VBFLAG_STREAM;
2429 IWineD3DVertexBuffer_AddRef(pStreamData);
2431 if (oldSrc != NULL) {
2432 ((IWineD3DVertexBufferImpl *) oldSrc)->Flags &= ~VBFLAG_STREAM;
2433 IWineD3DVertexBuffer_Release(oldSrc);
2439 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSource(IWineD3DDevice *iface, UINT StreamNumber,IWineD3DVertexBuffer** pStream, UINT *pOffset, UINT* pStride) {
2440 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2443 TRACE("(%p) : StreamNo: %d, Stream (%p), Stride %d\n", This, StreamNumber,
2444 This->stateBlock->streamSource[StreamNumber], This->stateBlock->streamStride[StreamNumber]);
2447 streamFlags = StreamNumber &(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2449 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2450 FIXME("stream index data not supported\n");
2452 if (streamFlags & WINED3DSTREAMSOURCE_INDEXEDDATA) {
2453 FIXME("stream instance data not supported\n");
2457 StreamNumber&= ~(WINED3DSTREAMSOURCE_INDEXEDDATA | WINED3DSTREAMSOURCE_INSTANCEDATA);
2459 if (StreamNumber >= MAX_STREAMS) {
2460 WARN("Stream out of range %d\n", StreamNumber);
2461 return WINED3DERR_INVALIDCALL;
2463 *pStream = This->stateBlock->streamSource[StreamNumber];
2464 *pStride = This->stateBlock->streamStride[StreamNumber];
2466 *pOffset = This->stateBlock->streamOffset[StreamNumber];
2469 if (*pStream == NULL) {
2470 FIXME("Attempting to get an empty stream %d, returning WINED3DERR_INVALIDCALL\n", StreamNumber);
2471 return WINED3DERR_INVALIDCALL;
2474 IWineD3DVertexBuffer_AddRef(*pStream); /* We have created a new reference to the VB */
2478 /*Should be quite easy, just an extension of vertexdata
2480 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c_Summer_04/directx/graphics/programmingguide/advancedtopics/DrawingMultipleInstances.asp
2482 The divider is a bit odd though
2484 VertexOffset = StartVertex / Divider * StreamStride +
2485 VertexIndex / Divider * StreamStride + StreamOffset
2488 static HRESULT WINAPI IWineD3DDeviceImpl_SetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT Divider) {
2489 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2491 TRACE("(%p) StreamNumber(%d), Divider(%d)\n", This, StreamNumber, Divider);
2492 This->updateStateBlock->streamFlags[StreamNumber] = Divider & (WINED3DSTREAMSOURCE_INSTANCEDATA | WINED3DSTREAMSOURCE_INDEXEDDATA );
2494 This->updateStateBlock->changed.streamFreq[StreamNumber] = TRUE;
2495 This->updateStateBlock->set.streamFreq[StreamNumber] = TRUE;
2496 This->updateStateBlock->streamFreq[StreamNumber] = Divider & 0x7FFFFF;
2498 if (This->updateStateBlock->streamFlags[StreamNumber] || This->updateStateBlock->streamFreq[StreamNumber] != 1) {
2499 FIXME("Stream indexing not fully supported\n");
2505 static HRESULT WINAPI IWineD3DDeviceImpl_GetStreamSourceFreq(IWineD3DDevice *iface, UINT StreamNumber, UINT* Divider) {
2506 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2508 TRACE("(%p) StreamNumber(%d), Divider(%p)\n", This, StreamNumber, Divider);
2509 *Divider = This->updateStateBlock->streamFreq[StreamNumber] | This->updateStateBlock->streamFlags[StreamNumber];
2511 TRACE("(%p) : returning %d\n", This, *Divider);
2517 * Get / Set & Multiply Transform
2519 static HRESULT WINAPI IWineD3DDeviceImpl_SetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE d3dts, CONST WINED3DMATRIX* lpmatrix) {
2520 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2522 /* Most of this routine, comments included copied from ddraw tree initially: */
2523 TRACE("(%p) : Transform State=%s\n", This, debug_d3dtstype(d3dts));
2525 /* Handle recording of state blocks */
2526 if (This->isRecordingState) {
2527 TRACE("Recording... not performing anything\n");
2528 This->updateStateBlock->changed.transform[d3dts] = TRUE;
2529 This->updateStateBlock->set.transform[d3dts] = TRUE;
2530 memcpy(&This->updateStateBlock->transforms[d3dts], lpmatrix, sizeof(WINED3DMATRIX));
2535 * If the new matrix is the same as the current one,
2536 * we cut off any further processing. this seems to be a reasonable
2537 * optimization because as was noticed, some apps (warcraft3 for example)
2538 * tend towards setting the same matrix repeatedly for some reason.
2540 * From here on we assume that the new matrix is different, wherever it matters.
2542 if (!memcmp(&This->stateBlock->transforms[d3dts].u.m[0][0], lpmatrix, sizeof(WINED3DMATRIX))) {
2543 TRACE("The app is setting the same matrix over again\n");
2546 conv_mat(lpmatrix, &This->stateBlock->transforms[d3dts].u.m[0][0]);
2550 ScreenCoord = ProjectionMat * ViewMat * WorldMat * ObjectCoord
2551 where ViewMat = Camera space, WorldMat = world space.
2553 In OpenGL, camera and world space is combined into GL_MODELVIEW
2554 matrix. The Projection matrix stay projection matrix.
2557 /* Capture the times we can just ignore the change for now */
2558 if (d3dts == WINED3DTS_WORLDMATRIX(0)) {
2559 This->modelview_valid = FALSE;
2562 } else if (d3dts == WINED3DTS_PROJECTION) {
2563 This->proj_valid = FALSE;
2566 } else if (d3dts >= WINED3DTS_WORLDMATRIX(1) && d3dts <= WINED3DTS_WORLDMATRIX(255)) {
2567 /* Indexed Vertex Blending Matrices 256 -> 511 */
2568 /* Use arb_vertex_blend or NV_VERTEX_WEIGHTING? */
2569 FIXME("WINED3DTS_WORLDMATRIX(1..255) not handled\n");
2573 /* Now we really are going to have to change a matrix */
2576 if (d3dts >= WINED3DTS_TEXTURE0 && d3dts <= WINED3DTS_TEXTURE7) { /* handle texture matrices */
2577 /* This is now set with the texture unit states, it may be a good idea to flag the change though! */
2578 } else if (d3dts == WINED3DTS_VIEW) { /* handle the VIEW matrice */
2581 /* If we are changing the View matrix, reset the light and clipping planes to the new view
2582 * NOTE: We have to reset the positions even if the light/plane is not currently
2583 * enabled, since the call to enable it will not reset the position.
2584 * NOTE2: Apparently texture transforms do NOT need reapplying
2587 PLIGHTINFOEL *lightChain = NULL;
2588 This->modelview_valid = FALSE;
2589 This->view_ident = !memcmp(lpmatrix, identity, 16 * sizeof(float));
2591 glMatrixMode(GL_MODELVIEW);
2592 checkGLcall("glMatrixMode(GL_MODELVIEW)");
2594 glLoadMatrixf((const float *)lpmatrix);
2595 checkGLcall("glLoadMatrixf(...)");
2598 lightChain = This->stateBlock->lights;
2599 while (lightChain && lightChain->glIndex != -1) {
2600 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_POSITION, lightChain->lightPosn);
2601 checkGLcall("glLightfv posn");
2602 glLightfv(GL_LIGHT0 + lightChain->glIndex, GL_SPOT_DIRECTION, lightChain->lightDirn);
2603 checkGLcall("glLightfv dirn");
2604 lightChain = lightChain->next;
2607 /* Reset Clipping Planes if clipping is enabled */
2608 for (k = 0; k < GL_LIMITS(clipplanes); k++) {
2609 glClipPlane(GL_CLIP_PLANE0 + k, This->stateBlock->clipplane[k]);
2610 checkGLcall("glClipPlane");
2614 } else { /* What was requested!?? */
2615 WARN("invalid matrix specified: %i\n", d3dts);
2618 /* Release lock, all done */
2623 static HRESULT WINAPI IWineD3DDeviceImpl_GetTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, WINED3DMATRIX* pMatrix) {
2624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2625 TRACE("(%p) : for Transform State %s\n", This, debug_d3dtstype(State));
2626 memcpy(pMatrix, &This->stateBlock->transforms[State], sizeof(WINED3DMATRIX));
2630 static HRESULT WINAPI IWineD3DDeviceImpl_MultiplyTransform(IWineD3DDevice *iface, WINED3DTRANSFORMSTATETYPE State, CONST WINED3DMATRIX* pMatrix) {
2631 WINED3DMATRIX *mat = NULL;
2634 /* Note: Using 'updateStateBlock' rather than 'stateblock' in the code
2635 * below means it will be recorded in a state block change, but it
2636 * works regardless where it is recorded.
2637 * If this is found to be wrong, change to StateBlock.
2639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2640 TRACE("(%p) : For state %s\n", This, debug_d3dtstype(State));
2642 if (State < HIGHEST_TRANSFORMSTATE)
2644 mat = &This->updateStateBlock->transforms[State];
2646 FIXME("Unhandled transform state!!\n");
2649 multiply_matrix(&temp, mat, (const WINED3DMATRIX *) pMatrix);
2651 /* Apply change via set transform - will reapply to eg. lights this way */
2652 return IWineD3DDeviceImpl_SetTransform(iface, State, &temp);
2658 /* Note lights are real special cases. Although the device caps state only eg. 8 are supported,
2659 you can reference any indexes you want as long as that number max are enabled at any
2660 one point in time! Therefore since the indexes can be anything, we need a linked list of them.
2661 However, this causes stateblock problems. When capturing the state block, I duplicate the list,
2662 but when recording, just build a chain pretty much of commands to be replayed. */
2664 static HRESULT WINAPI IWineD3DDeviceImpl_SetLight(IWineD3DDevice *iface, DWORD Index, CONST WINED3DLIGHT* pLight) {
2666 PLIGHTINFOEL *object, *temp;
2668 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2669 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2671 /* If recording state block, just add to end of lights chain */
2672 if (This->isRecordingState) {
2673 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2674 if (NULL == object) {
2675 return WINED3DERR_OUTOFVIDEOMEMORY;
2677 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2678 object->OriginalIndex = Index;
2679 object->glIndex = -1;
2680 object->changed = TRUE;
2682 /* Add to the END of the chain of lights changes to be replayed */
2683 if (This->updateStateBlock->lights == NULL) {
2684 This->updateStateBlock->lights = object;
2686 temp = This->updateStateBlock->lights;
2687 while (temp->next != NULL) temp=temp->next;
2688 temp->next = object;
2690 TRACE("Recording... not performing anything more\n");
2694 /* Ok, not recording any longer so do real work */
2695 object = This->stateBlock->lights;
2696 while (object != NULL && object->OriginalIndex != Index) object = object->next;
2698 /* If we didn't find it in the list of lights, time to add it */
2699 if (object == NULL) {
2700 PLIGHTINFOEL *insertAt,*prevPos;
2702 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2703 if (NULL == object) {
2704 return WINED3DERR_OUTOFVIDEOMEMORY;
2706 object->OriginalIndex = Index;
2707 object->glIndex = -1;
2709 /* Add it to the front of list with the idea that lights will be changed as needed
2710 BUT after any lights currently assigned GL indexes */
2711 insertAt = This->stateBlock->lights;
2713 while (insertAt != NULL && insertAt->glIndex != -1) {
2715 insertAt = insertAt->next;
2718 if (insertAt == NULL && prevPos == NULL) { /* Start of list */
2719 This->stateBlock->lights = object;
2720 } else if (insertAt == NULL) { /* End of list */
2721 prevPos->next = object;
2722 object->prev = prevPos;
2723 } else { /* Middle of chain */
2724 if (prevPos == NULL) {
2725 This->stateBlock->lights = object;
2727 prevPos->next = object;
2729 object->prev = prevPos;
2730 object->next = insertAt;
2731 insertAt->prev = object;
2735 /* Initialize the object */
2736 TRACE("Light %d setting to type %d, Diffuse(%f,%f,%f,%f), Specular(%f,%f,%f,%f), Ambient(%f,%f,%f,%f)\n", Index, pLight->Type,
2737 pLight->Diffuse.r, pLight->Diffuse.g, pLight->Diffuse.b, pLight->Diffuse.a,
2738 pLight->Specular.r, pLight->Specular.g, pLight->Specular.b, pLight->Specular.a,
2739 pLight->Ambient.r, pLight->Ambient.g, pLight->Ambient.b, pLight->Ambient.a);
2740 TRACE("... Pos(%f,%f,%f), Dirn(%f,%f,%f)\n", pLight->Position.x, pLight->Position.y, pLight->Position.z,
2741 pLight->Direction.x, pLight->Direction.y, pLight->Direction.z);
2742 TRACE("... Range(%f), Falloff(%f), Theta(%f), Phi(%f)\n", pLight->Range, pLight->Falloff, pLight->Theta, pLight->Phi);
2744 /* Save away the information */
2745 memcpy(&object->OriginalParms, pLight, sizeof(WINED3DLIGHT));
2747 switch (pLight->Type) {
2748 case WINED3DLIGHT_POINT:
2750 object->lightPosn[0] = pLight->Position.x;
2751 object->lightPosn[1] = pLight->Position.y;
2752 object->lightPosn[2] = pLight->Position.z;
2753 object->lightPosn[3] = 1.0f;
2754 object->cutoff = 180.0f;
2758 case WINED3DLIGHT_DIRECTIONAL:
2760 object->lightPosn[0] = -pLight->Direction.x;
2761 object->lightPosn[1] = -pLight->Direction.y;
2762 object->lightPosn[2] = -pLight->Direction.z;
2763 object->lightPosn[3] = 0.0;
2764 object->exponent = 0.0f;
2765 object->cutoff = 180.0f;
2768 case WINED3DLIGHT_SPOT:
2770 object->lightPosn[0] = pLight->Position.x;
2771 object->lightPosn[1] = pLight->Position.y;
2772 object->lightPosn[2] = pLight->Position.z;
2773 object->lightPosn[3] = 1.0;
2776 object->lightDirn[0] = pLight->Direction.x;
2777 object->lightDirn[1] = pLight->Direction.y;
2778 object->lightDirn[2] = pLight->Direction.z;
2779 object->lightDirn[3] = 1.0;
2782 * opengl-ish and d3d-ish spot lights use too different models for the
2783 * light "intensity" as a function of the angle towards the main light direction,
2784 * so we only can approximate very roughly.
2785 * however spot lights are rather rarely used in games (if ever used at all).
2786 * furthermore if still used, probably nobody pays attention to such details.
2788 if (pLight->Falloff == 0) {
2791 rho = pLight->Theta + (pLight->Phi - pLight->Theta)/(2*pLight->Falloff);
2793 if (rho < 0.0001) rho = 0.0001f;
2794 object->exponent = -0.3/log(cos(rho/2));
2795 if (object->exponent > 128.0) {
2796 object->exponent = 128.0;
2798 object->cutoff = pLight->Phi*90/M_PI;
2804 FIXME("Unrecognized light type %d\n", pLight->Type);
2807 /* Update the live definitions if the light is currently assigned a glIndex */
2808 if (object->glIndex != -1) {
2809 setup_light(iface, object->glIndex, object);
2814 static HRESULT WINAPI IWineD3DDeviceImpl_GetLight(IWineD3DDevice *iface, DWORD Index, WINED3DLIGHT* pLight) {
2815 PLIGHTINFOEL *lightInfo = NULL;
2816 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2817 TRACE("(%p) : Idx(%d), pLight(%p)\n", This, Index, pLight);
2819 /* Locate the light in the live lights */
2820 lightInfo = This->stateBlock->lights;
2821 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2823 if (lightInfo == NULL) {
2824 TRACE("Light information requested but light not defined\n");
2825 return WINED3DERR_INVALIDCALL;
2828 memcpy(pLight, &lightInfo->OriginalParms, sizeof(WINED3DLIGHT));
2833 * Get / Set Light Enable
2834 * (Note for consistency, renamed d3dx function by adding the 'set' prefix)
2836 static HRESULT WINAPI IWineD3DDeviceImpl_SetLightEnable(IWineD3DDevice *iface, DWORD Index, BOOL Enable) {
2837 PLIGHTINFOEL *lightInfo = NULL;
2838 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
2839 TRACE("(%p) : Idx(%d), enable? %d\n", This, Index, Enable);
2841 /* Tests show true = 128...not clear why */
2843 Enable = Enable? 128: 0;
2845 /* If recording state block, just add to end of lights chain with changedEnable set to true */
2846 if (This->isRecordingState) {
2847 lightInfo = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(PLIGHTINFOEL));
2848 if (NULL == lightInfo) {
2849 return WINED3DERR_OUTOFVIDEOMEMORY;
2851 lightInfo->OriginalIndex = Index;
2852 lightInfo->glIndex = -1;
2853 lightInfo->enabledChanged = TRUE;
2854 lightInfo->lightEnabled = Enable;
2856 /* Add to the END of the chain of lights changes to be replayed */
2857 if (This->updateStateBlock->lights == NULL) {
2858 This->updateStateBlock->lights = lightInfo;
2860 PLIGHTINFOEL *temp = This->updateStateBlock->lights;
2861 while (temp->next != NULL) temp=temp->next;
2862 temp->next = lightInfo;
2864 TRACE("Recording... not performing anything more\n");
2868 /* Not recording... So, locate the light in the live lights */
2869 lightInfo = This->stateBlock->lights;
2870 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2872 /* Special case - enabling an undefined light creates one with a strict set of parms! */
2873 if (lightInfo == NULL) {
2875 TRACE("Light enabled requested but light not defined, so defining one!\n");
2876 IWineD3DDeviceImpl_SetLight(iface, Index, &WINED3D_default_light);
2878 /* Search for it again! Should be fairly quick as near head of list */
2879 lightInfo = This->stateBlock->lights;
2880 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
2881 if (lightInfo == NULL) {
2882 FIXME("Adding default lights has failed dismally\n");
2883 return WINED3DERR_INVALIDCALL;
2887 /* OK, we now have a light... */
2890 /* If we are disabling it, check it was enabled, and
2891 still only do something if it has assigned a glIndex (which it should have!) */
2892 if ((lightInfo->lightEnabled) && (lightInfo->glIndex != -1)) {
2893 TRACE("Disabling light set up at gl idx %d\n", lightInfo->glIndex);
2895 glDisable(GL_LIGHT0 + lightInfo->glIndex);
2896 checkGLcall("glDisable GL_LIGHT0+Index");
2899 TRACE("Nothing to do as light was not enabled\n");
2901 lightInfo->lightEnabled = Enable;
2904 /* We are enabling it. If it is enabled, it's really simple */
2905 if (lightInfo->lightEnabled) {
2907 TRACE("Nothing to do as light was enabled\n");
2909 /* If it already has a glIndex, it's still simple */
2910 } else if (lightInfo->glIndex != -1) {
2911 TRACE("Reusing light as already set up at gl idx %d\n", lightInfo->glIndex);
2912 lightInfo->lightEnabled = Enable;
2914 glEnable(GL_LIGHT0 + lightInfo->glIndex);
2915 checkGLcall("glEnable GL_LIGHT0+Index already setup");
2918 /* Otherwise got to find space - lights are ordered gl indexes first */
2920 PLIGHTINFOEL *bsf = NULL;
2921 PLIGHTINFOEL *pos = This->stateBlock->lights;
2922 PLIGHTINFOEL *prev = NULL;
2926 /* Try to minimize changes as much as possible */
2927 while (pos != NULL && pos->glIndex != -1 && Index < This->maxConcurrentLights) {
2929 /* Try to remember which index can be replaced if necessary */
2930 if (bsf==NULL && !pos->lightEnabled) {
2931 /* Found a light we can replace, save as best replacement */
2935 /* Step to next space */
2941 /* If we have too many active lights, fail the call */
2942 if ((Index == This->maxConcurrentLights) && (bsf == NULL)) {
2943 FIXME("Program requests too many concurrent lights\n");
2944 return WINED3DERR_INVALIDCALL;
2946 /* If we have allocated all lights, but not all are enabled,
2947 reuse one which is not enabled */
2948 } else if (Index == This->maxConcurrentLights) {
2949 /* use bsf - Simply swap the new light and the BSF one */
2950 PLIGHTINFOEL *bsfNext = bsf->next;
2951 PLIGHTINFOEL *bsfPrev = bsf->prev;
2954 if (lightInfo->next != NULL) lightInfo->next->prev = bsf;
2955 if (bsf->prev != NULL) {
2956 bsf->prev->next = lightInfo;
2958 This->stateBlock->lights = lightInfo;
2961 /* If not side by side, lots of chains to update */
2962 if (bsf->next != lightInfo) {
2963 lightInfo->prev->next = bsf;
2964 bsf->next->prev = lightInfo;
2965 bsf->next = lightInfo->next;
2966 bsf->prev = lightInfo->prev;
2967 lightInfo->next = bsfNext;
2968 lightInfo->prev = bsfPrev;
2972 bsf->prev = lightInfo;
2973 bsf->next = lightInfo->next;
2974 lightInfo->next = bsf;
2975 lightInfo->prev = bsfPrev;
2980 glIndex = bsf->glIndex;
2982 lightInfo->glIndex = glIndex;
2983 lightInfo->lightEnabled = Enable;
2985 /* Finally set up the light in gl itself */
2986 TRACE("Replacing light which was set up at gl idx %d\n", lightInfo->glIndex);
2988 setup_light(iface, glIndex, lightInfo);
2989 glEnable(GL_LIGHT0 + glIndex);
2990 checkGLcall("glEnable GL_LIGHT0 new setup");
2993 /* If we reached the end of the allocated lights, with space in the
2994 gl lights, setup a new light */
2995 } else if (pos->glIndex == -1) {
2997 /* We reached the end of the allocated gl lights, so already
2998 know the index of the next one! */
3000 lightInfo->glIndex = glIndex;
3001 lightInfo->lightEnabled = Enable;
3003 /* In an ideal world, it's already in the right place */
3004 if (lightInfo->prev == NULL || lightInfo->prev->glIndex!=-1) {
3005 /* No need to move it */
3007 /* Remove this light from the list */
3008 lightInfo->prev->next = lightInfo->next;
3009 if (lightInfo->next != NULL) {
3010 lightInfo->next->prev = lightInfo->prev;
3013 /* Add in at appropriate place (inbetween prev and pos) */
3014 lightInfo->prev = prev;
3015 lightInfo->next = pos;
3017 This->stateBlock->lights = lightInfo;
3019 prev->next = lightInfo;
3022 pos->prev = lightInfo;
3026 /* Finally set up the light in gl itself */
3027 TRACE("Defining new light at gl idx %d\n", lightInfo->glIndex);
3029 setup_light(iface, glIndex, lightInfo);
3030 glEnable(GL_LIGHT0 + glIndex);
3031 checkGLcall("glEnable GL_LIGHT0 new setup");
3040 static HRESULT WINAPI IWineD3DDeviceImpl_GetLightEnable(IWineD3DDevice *iface, DWORD Index,BOOL* pEnable) {
3042 PLIGHTINFOEL *lightInfo = NULL;
3043 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3044 TRACE("(%p) : for idx(%d)\n", This, Index);
3046 /* Locate the light in the live lights */
3047 lightInfo = This->stateBlock->lights;
3048 while (lightInfo != NULL && lightInfo->OriginalIndex != Index) lightInfo = lightInfo->next;
3050 if (lightInfo == NULL) {
3051 TRACE("Light enabled state requested but light not defined\n");
3052 return WINED3DERR_INVALIDCALL;
3054 *pEnable = lightInfo->lightEnabled;
3059 * Get / Set Clip Planes
3061 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipPlane(IWineD3DDevice *iface, DWORD Index, CONST float *pPlane) {
3062 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3063 TRACE("(%p) : for idx %d, %p\n", This, Index, pPlane);
3065 /* Validate Index */
3066 if (Index >= GL_LIMITS(clipplanes)) {
3067 TRACE("Application has requested clipplane this device doesn't support\n");
3068 return WINED3DERR_INVALIDCALL;
3071 This->updateStateBlock->changed.clipplane[Index] = TRUE;
3072 This->updateStateBlock->set.clipplane[Index] = TRUE;
3073 This->updateStateBlock->clipplane[Index][0] = pPlane[0];
3074 This->updateStateBlock->clipplane[Index][1] = pPlane[1];
3075 This->updateStateBlock->clipplane[Index][2] = pPlane[2];
3076 This->updateStateBlock->clipplane[Index][3] = pPlane[3];
3078 /* Handle recording of state blocks */
3079 if (This->isRecordingState) {
3080 TRACE("Recording... not performing anything\n");
3088 /* Clip Plane settings are affected by the model view in OpenGL, the View transform in direct3d */
3089 glMatrixMode(GL_MODELVIEW);
3091 glLoadMatrixf((float *) &This->stateBlock->transforms[WINED3DTS_VIEW].u.m[0][0]);
3093 TRACE("Clipplane [%f,%f,%f,%f]\n",
3094 This->updateStateBlock->clipplane[Index][0],
3095 This->updateStateBlock->clipplane[Index][1],
3096 This->updateStateBlock->clipplane[Index][2],
3097 This->updateStateBlock->clipplane[Index][3]);
3098 glClipPlane(GL_CLIP_PLANE0 + Index, This->updateStateBlock->clipplane[Index]);
3099 checkGLcall("glClipPlane");
3107 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipPlane(IWineD3DDevice *iface, DWORD Index, float *pPlane) {
3108 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3109 TRACE("(%p) : for idx %d\n", This, Index);
3111 /* Validate Index */
3112 if (Index >= GL_LIMITS(clipplanes)) {
3113 TRACE("Application has requested clipplane this device doesn't support\n");
3114 return WINED3DERR_INVALIDCALL;
3117 pPlane[0] = This->stateBlock->clipplane[Index][0];
3118 pPlane[1] = This->stateBlock->clipplane[Index][1];
3119 pPlane[2] = This->stateBlock->clipplane[Index][2];
3120 pPlane[3] = This->stateBlock->clipplane[Index][3];
3125 * Get / Set Clip Plane Status
3126 * WARNING: This code relies on the fact that D3DCLIPSTATUS8 == D3DCLIPSTATUS9
3128 static HRESULT WINAPI IWineD3DDeviceImpl_SetClipStatus(IWineD3DDevice *iface, CONST WINED3DCLIPSTATUS* pClipStatus) {
3129 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3130 FIXME("(%p) : stub\n", This);
3131 if (NULL == pClipStatus) {
3132 return WINED3DERR_INVALIDCALL;
3134 This->updateStateBlock->clip_status.ClipUnion = pClipStatus->ClipUnion;
3135 This->updateStateBlock->clip_status.ClipIntersection = pClipStatus->ClipIntersection;
3139 static HRESULT WINAPI IWineD3DDeviceImpl_GetClipStatus(IWineD3DDevice *iface, WINED3DCLIPSTATUS* pClipStatus) {
3140 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3141 FIXME("(%p) : stub\n", This);
3142 if (NULL == pClipStatus) {
3143 return WINED3DERR_INVALIDCALL;
3145 pClipStatus->ClipUnion = This->updateStateBlock->clip_status.ClipUnion;
3146 pClipStatus->ClipIntersection = This->updateStateBlock->clip_status.ClipIntersection;
3151 * Get / Set Material
3153 static HRESULT WINAPI IWineD3DDeviceImpl_SetMaterial(IWineD3DDevice *iface, CONST WINED3DMATERIAL* pMaterial) {
3154 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3156 This->updateStateBlock->changed.material = TRUE;
3157 This->updateStateBlock->set.material = TRUE;
3158 memcpy(&This->updateStateBlock->material, pMaterial, sizeof(WINED3DMATERIAL));
3160 /* Handle recording of state blocks */
3161 if (This->isRecordingState) {
3162 TRACE("Recording... not performing anything\n");
3167 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3168 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3169 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3170 pMaterial->Ambient.b, pMaterial->Ambient.a);
3171 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3172 pMaterial->Specular.b, pMaterial->Specular.a);
3173 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3174 pMaterial->Emissive.b, pMaterial->Emissive.a);
3175 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3177 glMaterialfv(GL_FRONT_AND_BACK, GL_AMBIENT, (float*) &This->updateStateBlock->material.Ambient);
3178 checkGLcall("glMaterialfv(GL_AMBIENT)");
3179 glMaterialfv(GL_FRONT_AND_BACK, GL_DIFFUSE, (float*) &This->updateStateBlock->material.Diffuse);
3180 checkGLcall("glMaterialfv(GL_DIFFUSE)");
3182 /* Only change material color if specular is enabled, otherwise it is set to black */
3183 if (This->stateBlock->renderState[WINED3DRS_SPECULARENABLE]) {
3184 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3185 checkGLcall("glMaterialfv(GL_SPECULAR");
3187 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3188 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3189 checkGLcall("glMaterialfv(GL_SPECULAR");
3191 glMaterialfv(GL_FRONT_AND_BACK, GL_EMISSION, (float*) &This->updateStateBlock->material.Emissive);
3192 checkGLcall("glMaterialfv(GL_EMISSION)");
3193 glMaterialf(GL_FRONT_AND_BACK, GL_SHININESS, This->updateStateBlock->material.Power);
3194 checkGLcall("glMaterialf(GL_SHININESS");
3200 static HRESULT WINAPI IWineD3DDeviceImpl_GetMaterial(IWineD3DDevice *iface, WINED3DMATERIAL* pMaterial) {
3201 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3202 memcpy(pMaterial, &This->updateStateBlock->material, sizeof (WINED3DMATERIAL));
3203 TRACE("(%p) : Diffuse (%f,%f,%f,%f)\n", This, pMaterial->Diffuse.r, pMaterial->Diffuse.g,
3204 pMaterial->Diffuse.b, pMaterial->Diffuse.a);
3205 TRACE("(%p) : Ambient (%f,%f,%f,%f)\n", This, pMaterial->Ambient.r, pMaterial->Ambient.g,
3206 pMaterial->Ambient.b, pMaterial->Ambient.a);
3207 TRACE("(%p) : Specular (%f,%f,%f,%f)\n", This, pMaterial->Specular.r, pMaterial->Specular.g,
3208 pMaterial->Specular.b, pMaterial->Specular.a);
3209 TRACE("(%p) : Emissive (%f,%f,%f,%f)\n", This, pMaterial->Emissive.r, pMaterial->Emissive.g,
3210 pMaterial->Emissive.b, pMaterial->Emissive.a);
3211 TRACE("(%p) : Power (%f)\n", This, pMaterial->Power);
3219 static HRESULT WINAPI IWineD3DDeviceImpl_SetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer* pIndexData,
3220 UINT BaseVertexIndex) {
3221 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3222 IWineD3DIndexBuffer *oldIdxs;
3224 TRACE("(%p) : Setting to %p, base %d\n", This, pIndexData, BaseVertexIndex);
3225 oldIdxs = This->updateStateBlock->pIndexData;
3227 This->updateStateBlock->changed.indices = TRUE;
3228 This->updateStateBlock->set.indices = TRUE;
3229 This->updateStateBlock->pIndexData = pIndexData;
3230 This->updateStateBlock->baseVertexIndex = BaseVertexIndex;
3232 /* Handle recording of state blocks */
3233 if (This->isRecordingState) {
3234 TRACE("Recording... not performing anything\n");
3238 if (NULL != pIndexData) {
3239 IWineD3DIndexBuffer_AddRef(pIndexData);
3241 if (NULL != oldIdxs) {
3242 IWineD3DIndexBuffer_Release(oldIdxs);
3247 static HRESULT WINAPI IWineD3DDeviceImpl_GetIndices(IWineD3DDevice *iface, IWineD3DIndexBuffer** ppIndexData, UINT* pBaseVertexIndex) {
3248 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3250 *ppIndexData = This->stateBlock->pIndexData;
3252 /* up ref count on ppindexdata */
3254 IWineD3DIndexBuffer_AddRef(*ppIndexData);
3255 *pBaseVertexIndex = This->stateBlock->baseVertexIndex;
3256 TRACE("(%p) index data set to %p + %u\n", This, ppIndexData, This->stateBlock->baseVertexIndex);
3258 TRACE("(%p) No index data set\n", This);
3260 TRACE("Returning %p %d\n", *ppIndexData, *pBaseVertexIndex);
3266 * Get / Set Viewports
3268 static HRESULT WINAPI IWineD3DDeviceImpl_SetViewport(IWineD3DDevice *iface, CONST WINED3DVIEWPORT* pViewport) {
3269 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3271 TRACE("(%p)\n", This);
3272 This->updateStateBlock->changed.viewport = TRUE;
3273 This->updateStateBlock->set.viewport = TRUE;
3274 memcpy(&This->updateStateBlock->viewport, pViewport, sizeof(WINED3DVIEWPORT));
3276 /* Handle recording of state blocks */
3277 if (This->isRecordingState) {
3278 TRACE("Recording... not performing anything\n");
3281 This->viewport_changed = TRUE;
3285 TRACE("(%p) : x=%d, y=%d, wid=%d, hei=%d, minz=%f, maxz=%f\n", This,
3286 pViewport->X, pViewport->Y, pViewport->Width, pViewport->Height, pViewport->MinZ, pViewport->MaxZ);
3288 glDepthRange(pViewport->MinZ, pViewport->MaxZ);
3289 checkGLcall("glDepthRange");
3290 /* Note: GL requires lower left, DirectX supplies upper left */
3291 /* TODO: replace usage of renderTarget with context management */
3292 glViewport(pViewport->X,
3293 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - (pViewport->Y + pViewport->Height)),
3294 pViewport->Width, pViewport->Height);
3296 checkGLcall("glViewport");
3304 static HRESULT WINAPI IWineD3DDeviceImpl_GetViewport(IWineD3DDevice *iface, WINED3DVIEWPORT* pViewport) {
3305 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3306 TRACE("(%p)\n", This);
3307 memcpy(pViewport, &This->stateBlock->viewport, sizeof(WINED3DVIEWPORT));
3311 static void renderstate_stencil_twosided(
3312 IWineD3DDeviceImpl *This,
3319 GLint stencilPass ) {
3320 #if 0 /* Don't use OpenGL 2.0 calls for now */
3321 if(GL_EXTCALL(glStencilFuncSeparate) && GL_EXTCALL(glStencilOpSeparate)) {
3322 GL_EXTCALL(glStencilFuncSeparate(face, func, ref, mask));
3323 checkGLcall("glStencilFuncSeparate(...)");
3324 GL_EXTCALL(glStencilOpSeparate(face, stencilFail, depthFail, stencilPass));
3325 checkGLcall("glStencilOpSeparate(...)");
3329 if(GL_SUPPORT(EXT_STENCIL_TWO_SIDE)) {
3330 glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT);
3331 checkGLcall("glEnable(GL_STENCIL_TEST_TWO_SIDE_EXT)");
3332 GL_EXTCALL(glActiveStencilFaceEXT(face));
3333 checkGLcall("glActiveStencilFaceEXT(...)");
3334 glStencilFunc(func, ref, mask);
3335 checkGLcall("glStencilFunc(...)");
3336 glStencilOp(stencilFail, depthFail, stencilPass);
3337 checkGLcall("glStencilOp(...)");
3338 } else if(GL_SUPPORT(ATI_SEPARATE_STENCIL)) {
3339 GL_EXTCALL(glStencilFuncSeparateATI(face, func, ref, mask));
3340 checkGLcall("glStencilFuncSeparateATI(...)");
3341 GL_EXTCALL(glStencilOpSeparateATI(face, stencilFail, depthFail, stencilPass));
3342 checkGLcall("glStencilOpSeparateATI(...)");
3344 ERR("Separate (two sided) stencil not supported on this version of opengl. Caps weren't honored?\n");
3348 static void renderstate_stencil(IWineD3DDeviceImpl *This, WINED3DRENDERSTATETYPE State, DWORD Value) {
3349 DWORD onesided_enable = FALSE;
3350 DWORD twosided_enable = FALSE;
3351 GLint func = GL_ALWAYS;
3352 GLint func_ccw = GL_ALWAYS;
3355 GLint stencilFail = GL_KEEP;
3356 GLint depthFail = GL_KEEP;
3357 GLint stencilPass = GL_KEEP;
3358 GLint stencilFail_ccw = GL_KEEP;
3359 GLint depthFail_ccw = GL_KEEP;
3360 GLint stencilPass_ccw = GL_KEEP;
3362 if( This->stateBlock->set.renderState[WINED3DRS_STENCILENABLE] )
3363 onesided_enable = This->stateBlock->renderState[WINED3DRS_STENCILENABLE];
3364 if( This->stateBlock->set.renderState[WINED3DRS_TWOSIDEDSTENCILMODE] )
3365 twosided_enable = This->stateBlock->renderState[WINED3DRS_TWOSIDEDSTENCILMODE];
3366 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFUNC] )
3367 if( !( func = CompareFunc(This->stateBlock->renderState[WINED3DRS_STENCILFUNC]) ) )
3369 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFUNC] )
3370 if( !( func_ccw = CompareFunc(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFUNC]) ) )
3372 if( This->stateBlock->set.renderState[WINED3DRS_STENCILREF] )
3373 ref = This->stateBlock->renderState[WINED3DRS_STENCILREF];
3374 if( This->stateBlock->set.renderState[WINED3DRS_STENCILMASK] )
3375 mask = This->stateBlock->renderState[WINED3DRS_STENCILMASK];
3376 if( This->stateBlock->set.renderState[WINED3DRS_STENCILFAIL] )
3377 stencilFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILFAIL]);
3378 if( This->stateBlock->set.renderState[WINED3DRS_STENCILZFAIL] )
3379 depthFail = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILZFAIL]);
3380 if( This->stateBlock->set.renderState[WINED3DRS_STENCILPASS] )
3381 stencilPass = StencilOp(This->stateBlock->renderState[WINED3DRS_STENCILPASS]);
3382 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILFAIL] )
3383 stencilFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILFAIL]);
3384 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILZFAIL] )
3385 depthFail_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILZFAIL]);
3386 if( This->stateBlock->set.renderState[WINED3DRS_CCW_STENCILPASS] )
3387 stencilPass_ccw = StencilOp(This->stateBlock->renderState[WINED3DRS_CCW_STENCILPASS]);
3389 TRACE("(onesided %d, twosided %d, ref %x, mask %x, \
3390 GL_FRONT: func: %x, fail %x, zfail %x, zpass %x \
3391 GL_BACK: func: %x, fail %x, zfail %x, zpass %x )\n",
3392 onesided_enable, twosided_enable, ref, mask,
3393 func, stencilFail, depthFail, stencilPass,
3394 func_ccw, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3396 if (twosided_enable) {
3397 renderstate_stencil_twosided(This, GL_FRONT, func, ref, mask, stencilFail, depthFail, stencilPass);
3398 renderstate_stencil_twosided(This, GL_BACK, func_ccw, ref, mask, stencilFail_ccw, depthFail_ccw, stencilPass_ccw);
3400 if (onesided_enable) {
3401 glEnable(GL_STENCIL_TEST);
3402 checkGLcall("glEnable GL_STENCIL_TEST");
3403 glStencilFunc(func, ref, mask);
3404 checkGLcall("glStencilFunc(...)");
3405 glStencilOp(stencilFail, depthFail, stencilPass);
3406 checkGLcall("glStencilOp(...)");
3408 glDisable(GL_STENCIL_TEST);
3409 checkGLcall("glDisable GL_STENCIL_TEST");
3415 * Get / Set Render States
3416 * TODO: Verify against dx9 definitions
3418 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD Value) {
3420 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
3422 /* Simple way of referring to either a DWORD or a 4 byte float */
3428 TRACE("(%p)->state = %s(%d), value = %d\n", This, debug_d3drenderstate(State), State, Value);
3429 This->updateStateBlock->changed.renderState[State] = TRUE;
3430 This->updateStateBlock->set.renderState[State] = TRUE;
3431 This->updateStateBlock->renderState[State] = Value;
3433 /* Handle recording of state blocks */
3434 if (This->isRecordingState) {
3435 TRACE("Recording... not performing anything\n");
3442 case WINED3DRS_FILLMODE :
3443 case WINED3DRS_LIGHTING :
3444 case WINED3DRS_ZENABLE :
3445 case WINED3DRS_CULLMODE :
3446 case WINED3DRS_SHADEMODE :
3447 case WINED3DRS_DITHERENABLE :
3448 case WINED3DRS_ZWRITEENABLE :
3449 case WINED3DRS_ZFUNC :
3450 case WINED3DRS_AMBIENT :
3451 case WINED3DRS_ALPHABLENDENABLE :
3452 case WINED3DRS_SRCBLEND :
3453 case WINED3DRS_DESTBLEND :
3454 case WINED3DRS_ANTIALIASEDLINEENABLE :
3455 case WINED3DRS_BLENDFACTOR :
3456 case WINED3DRS_ALPHATESTENABLE :
3457 case WINED3DRS_ALPHAFUNC :
3458 case WINED3DRS_ALPHAREF :
3459 case WINED3DRS_COLORKEYENABLE :
3460 case WINED3DRS_CLIPPLANEENABLE :
3461 case WINED3DRS_CLIPPING :
3462 case WINED3DRS_BLENDOP :
3463 StateTable[STATE_RENDER(State)].apply(STATE_RENDER(State), This->stateBlock);
3466 case WINED3DRS_TEXTUREFACTOR :
3470 /* Note the texture color applies to all textures whereas
3471 GL_TEXTURE_ENV_COLOR applies to active only */
3473 D3DCOLORTOGLFLOAT4(Value, col);
3475 if (!GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3476 /* And now the default texture color as well */
3477 for (i = 0; i < GL_LIMITS(texture_stages); i++) {
3478 /* Note the WINED3DRS value applies to all textures, but GL has one
3479 per texture, so apply it now ready to be used! */
3480 if (GL_SUPPORT(ARB_MULTITEXTURE)) {
3481 GL_EXTCALL(glActiveTextureARB(GL_TEXTURE0_ARB + i));
3482 checkGLcall("glActiveTextureARB");
3484 FIXME("Program using multiple concurrent textures which this opengl implementation doesn't support\n");
3487 glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, &col[0]);
3488 checkGLcall("glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, color);");
3494 case WINED3DRS_SPECULARENABLE :
3496 /* Originally this used glLightModeli(GL_LIGHT_MODEL_COLOR_CONTROL,GL_SEPARATE_SPECULAR_COLOR)
3497 and (GL_LIGHT_MODEL_COLOR_CONTROL,GL_SINGLE_COLOR) to swap between enabled/disabled
3498 specular color. This is wrong:
3499 Separate specular color means the specular colour is maintained separately, whereas
3500 single color means it is merged in. However in both cases they are being used to
3502 To disable specular color, set it explicitly to black and turn off GL_COLOR_SUM_EXT
3503 NOTE: If not supported don't give FIXMEs the impact is really minimal and very few people are
3507 * If register combiners are enabled, enabling / disabling GL_COLOR_SUM has no effect.
3508 * Instead, we need to setup the FinalCombiner properly.
3510 * The default setup for the FinalCombiner is:
3512 * <variable> <input> <mapping> <usage>
3513 * GL_VARIABLE_A_NV GL_FOG, GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3514 * GL_VARIABLE_B_NV GL_SPARE0_PLUS_SECONDARY_COLOR_NV GL_UNSIGNED_IDENTITY_NV GL_RGB
3515 * GL_VARIABLE_C_NV GL_FOG GL_UNSIGNED_IDENTITY_NV GL_RGB
3516 * GL_VARIABLE_D_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3517 * GL_VARIABLE_E_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3518 * GL_VARIABLE_F_NV GL_ZERO GL_UNSIGNED_IDENTITY_NV GL_RGB
3519 * GL_VARIABLE_G_NV GL_SPARE0_NV GL_UNSIGNED_IDENTITY_NV GL_ALPHA
3521 * That's pretty much fine as it is, except for variable B, which needs to take
3522 * either GL_SPARE0_PLUS_SECONDARY_COLOR_NV or GL_SPARE0_NV, depending on
3523 * whether WINED3DRS_SPECULARENABLE is enabled or not.
3527 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, (float*) &This->updateStateBlock->material.Specular);
3528 checkGLcall("glMaterialfv");
3529 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3530 glEnable(GL_COLOR_SUM_EXT);
3532 TRACE("Specular colors cannot be enabled in this version of opengl\n");
3534 checkGLcall("glEnable(GL_COLOR_SUM)");
3536 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3537 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_PLUS_SECONDARY_COLOR_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3538 checkGLcall("glFinalCombinerInputNV()");
3541 float black[4] = {0.0f, 0.0f, 0.0f, 0.0f};
3543 /* for the case of enabled lighting: */
3544 glMaterialfv(GL_FRONT_AND_BACK, GL_SPECULAR, &black[0]);
3545 checkGLcall("glMaterialfv");
3547 /* for the case of disabled lighting: */
3548 if (GL_SUPPORT(EXT_SECONDARY_COLOR)) {
3549 glDisable(GL_COLOR_SUM_EXT);
3551 TRACE("Specular colors cannot be disabled in this version of opengl\n");
3553 checkGLcall("glDisable(GL_COLOR_SUM)");
3555 if (GL_SUPPORT(NV_REGISTER_COMBINERS)) {
3556 GL_EXTCALL(glFinalCombinerInputNV(GL_VARIABLE_B_NV, GL_SPARE0_NV, GL_UNSIGNED_IDENTITY_NV, GL_RGB));
3557 checkGLcall("glFinalCombinerInputNV()");
3563 case WINED3DRS_STENCILENABLE :
3564 case WINED3DRS_TWOSIDEDSTENCILMODE :
3565 case WINED3DRS_STENCILFUNC :
3566 case WINED3DRS_CCW_STENCILFUNC :
3567 case WINED3DRS_STENCILREF :
3568 case WINED3DRS_STENCILMASK :
3569 case WINED3DRS_STENCILFAIL :
3570 case WINED3DRS_STENCILZFAIL :
3571 case WINED3DRS_STENCILPASS :
3572 case WINED3DRS_CCW_STENCILFAIL :
3573 case WINED3DRS_CCW_STENCILZFAIL :
3574 case WINED3DRS_CCW_STENCILPASS :
3575 case WINED3DRS_EDGEANTIALIAS :
3576 renderstate_stencil(This, State, Value);
3578 case WINED3DRS_STENCILWRITEMASK :
3580 glStencilMask(Value);
3581 TRACE("glStencilMask(%u)\n", Value);
3582 checkGLcall("glStencilMask");
3586 case WINED3DRS_FOGENABLE :
3590 checkGLcall("glEnable GL_FOG");
3593 checkGLcall("glDisable GL_FOG");
3598 case WINED3DRS_RANGEFOGENABLE :
3601 TRACE("Enabled RANGEFOG\n");
3603 TRACE("Disabled RANGEFOG\n");
3608 case WINED3DRS_FOGCOLOR :
3611 D3DCOLORTOGLFLOAT4(Value, col);
3612 /* Set the default alpha blend color */
3613 glFogfv(GL_FOG_COLOR, &col[0]);
3614 checkGLcall("glFog GL_FOG_COLOR");
3618 case WINED3DRS_FOGTABLEMODE :
3619 case WINED3DRS_FOGVERTEXMODE :
3621 /* DX 7 sdk: "If both render states(vertex and table fog) are set to valid modes, the system will apply only pixel(=table) fog effects." */
3622 if(This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE] == WINED3DFOG_NONE) {
3623 glHint(GL_FOG_HINT, GL_FASTEST);
3624 checkGLcall("glHint(GL_FOG_HINT, GL_FASTEST)");
3625 switch (This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]) {
3626 /* Processed vertices have their fog factor stored in the specular value. Fall too the none case.
3627 * If we are drawing untransformed vertices atm, d3ddevice_set_ortho will update the fog
3629 case WINED3DFOG_EXP: {
3630 if(!This->last_was_rhw) {
3631 glFogi(GL_FOG_MODE, GL_EXP);
3632 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3633 if(GL_SUPPORT(EXT_FOG_COORD)) {
3634 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3635 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3636 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3637 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3642 case WINED3DFOG_EXP2: {
3643 if(!This->last_was_rhw) {
3644 glFogi(GL_FOG_MODE, GL_EXP2);
3645 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3646 if(GL_SUPPORT(EXT_FOG_COORD)) {
3647 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3648 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3649 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3650 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3655 case WINED3DFOG_LINEAR: {
3656 if(!This->last_was_rhw) {
3657 glFogi(GL_FOG_MODE, GL_LINEAR);
3658 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3659 if(GL_SUPPORT(EXT_FOG_COORD)) {
3660 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3661 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3662 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3663 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3668 case WINED3DFOG_NONE: {
3669 /* Both are none? According to msdn the alpha channel of the specular
3670 * color contains a fog factor. Set it in drawStridedSlow.
3671 * Same happens with Vertexfog on transformed vertices
3673 if(GL_SUPPORT(EXT_FOG_COORD)) {
3674 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT);
3675 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FOG_COORDINATE_EXT)\n");
3676 glFogi(GL_FOG_MODE, GL_LINEAR);
3677 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR)");
3678 glFogf(GL_FOG_START, (float) 0xff);
3679 checkGLcall("glFogfv GL_FOG_START");
3680 glFogf(GL_FOG_END, 0.0);
3681 checkGLcall("glFogfv GL_FOG_END");
3683 /* Disable GL fog, handle this in software in drawStridedSlow */
3685 checkGLcall("glDisable(GL_FOG)");
3689 default: FIXME("Unexpected WINED3DRS_FOGVERTEXMODE %d\n", This->stateBlock->renderState[WINED3DRS_FOGVERTEXMODE]);
3692 glHint(GL_FOG_HINT, GL_NICEST);
3693 checkGLcall("glHint(GL_FOG_HINT, GL_NICEST)");
3694 switch (This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]) {
3695 case WINED3DFOG_EXP:
3696 glFogi(GL_FOG_MODE, GL_EXP);
3697 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP");
3698 if(GL_SUPPORT(EXT_FOG_COORD)) {
3699 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3700 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3701 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3702 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3705 case WINED3DFOG_EXP2:
3706 glFogi(GL_FOG_MODE, GL_EXP2);
3707 checkGLcall("glFogi(GL_FOG_MODE, GL_EXP2");
3708 if(GL_SUPPORT(EXT_FOG_COORD)) {
3709 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3710 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3711 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3712 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3715 case WINED3DFOG_LINEAR:
3716 glFogi(GL_FOG_MODE, GL_LINEAR);
3717 checkGLcall("glFogi(GL_FOG_MODE, GL_LINEAR");
3718 if(GL_SUPPORT(EXT_FOG_COORD)) {
3719 glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT);
3720 checkGLcall("glFogi(GL_FOG_COORDINATE_SOURCE_EXT, GL_FRAGMENT_DEPTH_EXT");
3721 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGSTART, This->stateBlock->renderState[WINED3DRS_FOGSTART]);
3722 IWineD3DDevice_SetRenderState(iface, WINED3DRS_FOGEND, This->stateBlock->renderState[WINED3DRS_FOGEND]);
3725 case WINED3DFOG_NONE:
3726 default: /* Won't happen */
3727 FIXME("Unexpected WINED3DRS_FOGTABLEMODE %d\n", This->stateBlock->renderState[WINED3DRS_FOGTABLEMODE]);
3730 if (GL_SUPPORT(NV_FOG_DISTANCE)) {
3731 glFogi(GL_FOG_DISTANCE_MODE_NV, GL_EYE_PLANE_ABSOLUTE_NV);
3736 case WINED3DRS_FOGSTART :
3739 glFogfv(GL_FOG_START, &tmpvalue.f);
3740 checkGLcall("glFogf(GL_FOG_START, (float) Value)");
3741 TRACE("Fog Start == %f\n", tmpvalue.f);
3745 case WINED3DRS_FOGEND :
3748 glFogfv(GL_FOG_END, &tmpvalue.f);
3749 checkGLcall("glFogf(GL_FOG_END, (float) Value)");
3750 TRACE("Fog End == %f\n", tmpvalue.f);
3754 case WINED3DRS_FOGDENSITY :
3757 glFogfv(GL_FOG_DENSITY, &tmpvalue.f);
3758 checkGLcall("glFogf(GL_FOG_DENSITY, (float) Value)");
3762 case WINED3DRS_VERTEXBLEND :
3764 This->updateStateBlock->vertex_blend = (WINED3DVERTEXBLENDFLAGS) Value;
3765 TRACE("Vertex Blending state to %d\n", Value);
3769 case WINED3DRS_TWEENFACTOR :
3772 This->updateStateBlock->tween_factor = tmpvalue.f;
3773 TRACE("Vertex Blending Tween Factor to %f\n", This->updateStateBlock->tween_factor);
3777 case WINED3DRS_INDEXEDVERTEXBLENDENABLE :
3779 TRACE("Indexed Vertex Blend Enable to %u\n", (BOOL) Value);
3783 case WINED3DRS_COLORVERTEX :
3784 case WINED3DRS_DIFFUSEMATERIALSOURCE :
3785 case WINED3DRS_SPECULARMATERIALSOURCE :
3786 case WINED3DRS_AMBIENTMATERIALSOURCE :
3787 case WINED3DRS_EMISSIVEMATERIALSOURCE :
3789 GLenum Parm = GL_AMBIENT_AND_DIFFUSE;
3791 if (This->stateBlock->renderState[WINED3DRS_COLORVERTEX]) {
3792 TRACE("diff %d, amb %d, emis %d, spec %d\n",
3793 This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE],
3794 This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE],
3795 This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE],
3796 This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE]);
3798 if (This->stateBlock->renderState[WINED3DRS_DIFFUSEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
3799 if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
3800 Parm = GL_AMBIENT_AND_DIFFUSE;
3804 } else if (This->stateBlock->renderState[WINED3DRS_AMBIENTMATERIALSOURCE] == WINED3DMCS_COLOR1) {
3806 } else if (This->stateBlock->renderState[WINED3DRS_EMISSIVEMATERIALSOURCE] == WINED3DMCS_COLOR1) {
3808 } else if (This->stateBlock->renderState[WINED3DRS_SPECULARMATERIALSOURCE] == WINED3DMCS_COLOR1) {
3815 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3817 This->tracking_color = NEEDS_TRACKING;
3818 This->tracking_parm = Parm;
3822 if (This->tracking_color != DISABLED_TRACKING) This->tracking_color = NEEDS_DISABLE;
3827 case WINED3DRS_LINEPATTERN :
3831 WINED3DLINEPATTERN lp;
3833 tmppattern.d = Value;
3835 TRACE("Line pattern: repeat %d bits %x\n", tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3837 if (tmppattern.lp.wRepeatFactor) {
3838 glLineStipple(tmppattern.lp.wRepeatFactor, tmppattern.lp.wLinePattern);
3839 checkGLcall("glLineStipple(repeat, linepattern)");
3840 glEnable(GL_LINE_STIPPLE);
3841 checkGLcall("glEnable(GL_LINE_STIPPLE);");
3843 glDisable(GL_LINE_STIPPLE);
3844 checkGLcall("glDisable(GL_LINE_STIPPLE);");
3849 case WINED3DRS_ZBIAS : /* D3D8 only */
3853 TRACE("ZBias value %f\n", tmpvalue.f);
3854 glPolygonOffset(0, -tmpvalue.f);
3855 checkGLcall("glPolygonOffset(0, -Value)");
3856 glEnable(GL_POLYGON_OFFSET_FILL);
3857 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL);");
3858 glEnable(GL_POLYGON_OFFSET_LINE);
3859 checkGLcall("glEnable(GL_POLYGON_OFFSET_LINE);");
3860 glEnable(GL_POLYGON_OFFSET_POINT);
3861 checkGLcall("glEnable(GL_POLYGON_OFFSET_POINT);");
3863 glDisable(GL_POLYGON_OFFSET_FILL);
3864 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL);");
3865 glDisable(GL_POLYGON_OFFSET_LINE);
3866 checkGLcall("glDisable(GL_POLYGON_OFFSET_LINE);");
3867 glDisable(GL_POLYGON_OFFSET_POINT);
3868 checkGLcall("glDisable(GL_POLYGON_OFFSET_POINT);");
3873 case WINED3DRS_NORMALIZENORMALS :
3875 glEnable(GL_NORMALIZE);
3876 checkGLcall("glEnable(GL_NORMALIZE);");
3878 glDisable(GL_NORMALIZE);
3879 checkGLcall("glDisable(GL_NORMALIZE);");
3883 case WINED3DRS_POINTSIZE :
3884 /* FIXME: check that pointSize isn't outside glGetFloatv( GL_POINT_SIZE_MAX_ARB, &maxSize ); or -ve */
3886 TRACE("Set point size to %f\n", tmpvalue.f);
3887 glPointSize(tmpvalue.f);
3888 checkGLcall("glPointSize(...);");
3891 case WINED3DRS_POINTSIZE_MIN :
3892 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3894 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MIN_EXT, tmpvalue.f);
3895 checkGLcall("glPointParameterfEXT(...);");
3897 FIXME("WINED3DRS_POINTSIZE_MIN not supported on this opengl\n");
3901 case WINED3DRS_POINTSIZE_MAX :
3902 if (GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3904 GL_EXTCALL(glPointParameterfEXT)(GL_POINT_SIZE_MAX_EXT, tmpvalue.f);
3905 checkGLcall("glPointParameterfEXT(...);");
3907 FIXME("WINED3DRS_POINTSIZE_MAX not supported on this opengl\n");
3911 case WINED3DRS_POINTSCALE_A :
3912 case WINED3DRS_POINTSCALE_B :
3913 case WINED3DRS_POINTSCALE_C :
3914 case WINED3DRS_POINTSCALEENABLE :
3917 * POINTSCALEENABLE controls how point size value is treated. If set to
3918 * true, the point size is scaled with respect to height of viewport.
3919 * When set to false point size is in pixels.
3921 * http://msdn.microsoft.com/library/en-us/directx9_c/point_sprites.asp
3924 /* Default values */
3925 GLfloat att[3] = {1.0f, 0.0f, 0.0f};
3928 * Minimum valid point size for OpenGL is 1.0f. For Direct3D it is 0.0f.
3929 * This means that OpenGL will clamp really small point sizes to 1.0f.
3930 * To correct for this we need to multiply by the scale factor when sizes
3931 * are less than 1.0f. scale_factor = 1.0f / point_size.
3933 GLfloat pointSize = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSIZE]);
3934 if(pointSize > 0.0f) {
3935 GLfloat scaleFactor;
3937 if(pointSize < 1.0f) {
3938 scaleFactor = pointSize * pointSize;
3943 if(This->stateBlock->renderState[WINED3DRS_POINTSCALEENABLE]) {
3944 att[0] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_A]) /
3945 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3946 att[1] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_B]) /
3947 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3948 att[2] = *((float*)&This->stateBlock->renderState[WINED3DRS_POINTSCALE_C]) /
3949 (This->stateBlock->viewport.Height * This->stateBlock->viewport.Height * scaleFactor);
3953 if(GL_SUPPORT(ARB_POINT_PARAMETERS)) {
3954 GL_EXTCALL(glPointParameterfvARB)(GL_POINT_DISTANCE_ATTENUATION_ARB, att);
3955 checkGLcall("glPointParameterfvARB(GL_DISTANCE_ATTENUATION_ARB, ...");
3957 else if(GL_SUPPORT(EXT_POINT_PARAMETERS)) {
3958 GL_EXTCALL(glPointParameterfvEXT)(GL_DISTANCE_ATTENUATION_EXT, att);
3959 checkGLcall("glPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, ...");
3961 TRACE("POINT_PARAMETERS not supported in this version of opengl\n");
3965 case WINED3DRS_COLORWRITEENABLE :
3967 TRACE("Color mask: r(%d) g(%d) b(%d) a(%d)\n",
3968 Value & WINED3DCOLORWRITEENABLE_RED ? 1 : 0,
3969 Value & WINED3DCOLORWRITEENABLE_GREEN ? 1 : 0,
3970 Value & WINED3DCOLORWRITEENABLE_BLUE ? 1 : 0,
3971 Value & WINED3DCOLORWRITEENABLE_ALPHA ? 1 : 0);
3972 glColorMask(Value & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
3973 Value & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
3974 Value & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
3975 Value & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
3976 checkGLcall("glColorMask(...)");
3980 case WINED3DRS_LOCALVIEWER :
3982 GLint state = (Value) ? 1 : 0;
3983 TRACE("Local Viewer Enable to %ul\n", (BOOL) Value);
3984 glLightModeli(GL_LIGHT_MODEL_LOCAL_VIEWER, state);
3988 case WINED3DRS_LASTPIXEL :
3991 TRACE("Last Pixel Drawing Enabled\n");
3993 FIXME("Last Pixel Drawing Disabled, not handled yet\n");
3998 case WINED3DRS_SOFTWAREVERTEXPROCESSING :
4001 TRACE("Software Processing Enabled\n");
4003 TRACE("Software Processing Disabled\n");
4008 /** not supported */
4009 case WINED3DRS_ZVISIBLE :
4012 return WINED3DERR_INVALIDCALL;
4014 case WINED3DRS_POINTSPRITEENABLE :
4016 /* TODO: NV_POINT_SPRITE */
4017 if (!GL_SUPPORT(ARB_POINT_SPRITE)) {
4018 TRACE("Point sprites not supported\n");
4023 * Point sprites are always enabled. Value controls texture coordinate
4024 * replacement mode. Must be set true for point sprites to use
4027 glEnable(GL_POINT_SPRITE_ARB);
4028 checkGLcall("glEnable(GL_POINT_SPRITE_ARB)");
4031 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, TRUE);
4032 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, TRUE)");
4034 glTexEnvf(GL_POINT_SPRITE_ARB, GL_COORD_REPLACE_ARB, FALSE);
4035 checkGLcall("glTexEnvf(GL_POINT_SPRITE, GL_COORD_REPLACE, FALSE)");
4040 case WINED3DRS_WRAP0 :
4041 case WINED3DRS_WRAP1 :
4042 case WINED3DRS_WRAP2 :
4043 case WINED3DRS_WRAP3 :
4044 case WINED3DRS_WRAP4 :
4045 case WINED3DRS_WRAP5 :
4046 case WINED3DRS_WRAP6 :
4047 case WINED3DRS_WRAP7 :
4048 case WINED3DRS_WRAP8 :
4049 case WINED3DRS_WRAP9 :
4050 case WINED3DRS_WRAP10 :
4051 case WINED3DRS_WRAP11 :
4052 case WINED3DRS_WRAP12 :
4053 case WINED3DRS_WRAP13 :
4054 case WINED3DRS_WRAP14 :
4055 case WINED3DRS_WRAP15 :
4057 http://www.cosc.brocku.ca/Offerings/3P98/course/lectures/texture/
4058 http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/FixedFunction/Textures/texturewrapping.asp
4059 http://www.gamedev.net/reference/programming/features/rendererdll3/page2.asp
4060 Descussion that ways to turn on WRAPing to solve an opengl conversion problem.
4061 http://www.flipcode.org/cgi-bin/fcmsg.cgi?thread_show=10248
4063 so far as I can tell, wrapping and texture-coordinate generate go hand in hand,
4067 ERR("(%p)->(%s,%d) Texture wraping not yet supported\n",This, debug_d3drenderstate(State), Value);
4072 case WINED3DRS_MULTISAMPLEANTIALIAS :
4074 if( GL_SUPPORT(ARB_MULTISAMPLE) ) {
4076 glEnable(GL_MULTISAMPLE_ARB);
4077 checkGLcall("glEnable(GL_MULTISAMPLE_ARB)");
4079 glDisable(GL_MULTISAMPLE_ARB);
4080 checkGLcall("glDisable(GL_MULTISAMPLE_ARB)");
4084 ERR("Multisample antialiasing not supported by gl\n");
4090 case WINED3DRS_SCISSORTESTENABLE :
4093 glEnable(GL_SCISSOR_TEST);
4094 checkGLcall("glEnable(GL_SCISSOR_TEST)");
4096 glDisable(GL_SCISSOR_TEST);
4097 checkGLcall("glDisable(GL_SCISSOR_TEST)");
4101 case WINED3DRS_SLOPESCALEDEPTHBIAS :
4105 glEnable(GL_POLYGON_OFFSET_FILL);
4106 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4107 glPolygonOffset(tmpvalue.f, *((float*)&This->stateBlock->renderState[WINED3DRS_DEPTHBIAS]));
4108 checkGLcall("glPolygonOffset(...)");
4110 glDisable(GL_POLYGON_OFFSET_FILL);
4111 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4117 glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
4119 checkGLcall("glEnable(GL_BLEND)");
4120 glEnable(GL_LINE_SMOOTH);
4121 checkGLcall("glEnable(GL_LINE_SMOOTH)");
4123 glDisable(GL_BLEND);
4124 checkGLcall("glDisable(GL_BLEND)");
4125 glDisable(GL_LINE_SMOOTH);
4126 checkGLcall("glDisable(GL_LINE_SMOOTH)");
4131 case WINED3DRS_DEPTHBIAS :
4135 glEnable(GL_POLYGON_OFFSET_FILL);
4136 checkGLcall("glEnable(GL_POLYGON_OFFSET_FILL)");
4137 glPolygonOffset(*((float*)&This->stateBlock->renderState[WINED3DRS_SLOPESCALEDEPTHBIAS]), tmpvalue.f);
4138 checkGLcall("glPolygonOffset(...)");
4140 glDisable(GL_POLYGON_OFFSET_FILL);
4141 checkGLcall("glDisable(GL_POLYGON_OFFSET_FILL)");
4146 case WINED3DRS_TEXTUREPERSPECTIVE :
4149 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST);
4151 glHint(GL_PERSPECTIVE_CORRECTION_HINT, GL_FASTEST);
4155 case WINED3DRS_STIPPLEDALPHA :
4158 ERR(" Stippled Alpha not supported yet.\n");
4161 case WINED3DRS_ANTIALIAS :
4164 ERR(" Antialias not supported yet.\n");
4168 case WINED3DRS_MULTISAMPLEMASK :
4170 if(0xFFFFFFFF != Value)
4171 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4175 case WINED3DRS_PATCHEDGESTYLE :
4177 if(WINED3DPATCHEDGE_DISCRETE != Value)
4178 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4182 case WINED3DRS_PATCHSEGMENTS :
4184 /* available in d3d8 but in d3d9 it was replaced by IDirect3DDevice9::SetNPatchMode */
4186 if(tmpvalue.d != Value)
4187 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4191 case WINED3DRS_DEBUGMONITORTOKEN :
4193 /* Only useful for "debug builds". */
4194 if(0xbaadcafe != Value) {
4195 /* MSDN says the default is D3DDMT_ENABLE but our tests confirm 0xbaadcafe is the default. */
4196 /* MSDN says anything other than D3DDMT_ENABLE or DISABLE does not change the state,
4197 * but our tests disagree.
4198 * We do not claim to implement a debugging lib, so do not write an ERR
4200 WARN("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4205 case WINED3DRS_POSITIONDEGREE :
4207 if(WINED3DDEGREE_CUBIC != Value)
4208 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4212 case WINED3DRS_NORMALDEGREE :
4214 if(WINED3DDEGREE_LINEAR != Value)
4215 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4219 case WINED3DRS_MINTESSELLATIONLEVEL :
4220 case WINED3DRS_MAXTESSELLATIONLEVEL :
4221 case WINED3DRS_ADAPTIVETESS_X :
4222 case WINED3DRS_ADAPTIVETESS_Y :
4223 case WINED3DRS_ADAPTIVETESS_Z :
4224 case WINED3DRS_ADAPTIVETESS_W :
4226 if(This->stateBlock->renderState[WINED3DRS_ENABLEADAPTIVETESSELLATION])
4227 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4229 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_ENABLEADAPTIVETESSELLATION is not enabled\n", This, debug_d3drenderstate(State), Value);
4233 case WINED3DRS_ENABLEADAPTIVETESSELLATION:
4236 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4240 case WINED3DRS_COLORWRITEENABLE1 :
4241 case WINED3DRS_COLORWRITEENABLE2 :
4242 case WINED3DRS_COLORWRITEENABLE3 :
4244 /* depends on WINED3DRS_COLORWRITEENABLE. */
4245 if(0x0000000F != Value)
4246 ERR("(%p)->(%s,%d) not yet implemented. Missing of cap D3DPMISCCAPS_INDEPENDENTWRITEMASKS wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4250 case WINED3DRS_SRGBWRITEENABLE :
4253 ERR("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4257 case WINED3DRS_SEPARATEALPHABLENDENABLE :
4260 ERR("(%p)->(%s,%d) not yet implemented. Missing of cap D3DPMISCCAPS_SEPARATEALPHABLEND wasn't honored?\n", This, debug_d3drenderstate(State), Value);
4264 case WINED3DRS_SRCBLENDALPHA :
4265 case WINED3DRS_DESTBLENDALPHA :
4266 case WINED3DRS_BLENDOPALPHA :
4268 if(This->stateBlock->renderState[WINED3DRS_SEPARATEALPHABLENDENABLE])
4269 FIXME("(%p)->(%s,%d) not yet implemented\n", This, debug_d3drenderstate(State), Value);
4271 TRACE("(%p)->(%s,%d): recording state but WINED3DRS_SEPARATEALPHABLENDENABLE is not enabled\n", This, debug_d3drenderstate(State), Value);
4276 FIXME("(%p)->(%s,%d) unknown state\n", This, debug_d3drenderstate(State), Value);
4284 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderState(IWineD3DDevice *iface, WINED3DRENDERSTATETYPE State, DWORD *pValue) {
4285 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4286 TRACE("(%p) for State %d = %d\n", This, State, This->stateBlock->renderState[State]);
4287 *pValue = This->stateBlock->renderState[State];
4292 * Get / Set Sampler States
4293 * TODO: Verify against dx9 definitions
4296 static HRESULT WINAPI IWineD3DDeviceImpl_SetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD Value) {
4297 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4299 * SetSampler is designed to allow for more than the standard up to 8 textures
4300 * and Geforce has stopped supporting more than 6 standard textures in openGL.
4301 * So I have to use ARB for Gforce. (maybe if the sampler > 4 then use ARB?)
4303 * http://developer.nvidia.com/object/General_FAQ.html#t6
4305 * There are two new settings for GForce
4307 * GL_MAX_TEXTURE_IMAGE_UNITS_ARB
4308 * and the texture one:
4309 * GL_MAX_TEXTURE_COORDS_ARB.
4310 * Ok GForce say it's ok to use glTexParameter/glGetTexParameter(...).
4312 /** NOTE: States are appled in IWineD3DBaseTextre ApplyStateChanges and IWineD3DDevice SetupTextureStates**/
4313 if(Sampler > GL_LIMITS(sampler_stages) || Sampler < 0 || Type > WINED3D_HIGHEST_SAMPLER_STATE || Type < 0) {
4314 FIXME("sampler %d type %s(%u) is out of range [max_samplers=%d, highest_state=%d]\n",
4315 Sampler, debug_d3dsamplerstate(Type), Type, GL_LIMITS(sampler_stages), WINED3D_HIGHEST_SAMPLER_STATE);
4316 return WINED3DERR_INVALIDCALL;
4319 TRACE("(%p) : Sampler=%d, Type=%s(%d), Value=%d\n", This, Sampler,
4320 debug_d3dsamplerstate(Type), Type, Value);
4321 This->updateStateBlock->samplerState[Sampler][Type] = Value;
4322 This->updateStateBlock->set.samplerState[Sampler][Type] = Value;
4323 This->updateStateBlock->changed.samplerState[Sampler][Type] = Value;
4325 /* Handle recording of state blocks */
4326 if (This->isRecordingState) {
4327 TRACE("Recording... not performing anything\n");
4334 static HRESULT WINAPI IWineD3DDeviceImpl_GetSamplerState(IWineD3DDevice *iface, DWORD Sampler, WINED3DSAMPLERSTATETYPE Type, DWORD* Value) {
4335 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4336 /** TODO: check that sampler is in range **/
4337 *Value = This->stateBlock->samplerState[Sampler][Type];
4338 TRACE("(%p) : Sampler %d Type %u Returning %d\n", This, Sampler, Type, *Value);
4343 static HRESULT WINAPI IWineD3DDeviceImpl_SetScissorRect(IWineD3DDevice *iface, CONST RECT* pRect) {
4344 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4348 GetClientRect(((IWineD3DSwapChainImpl *)This->swapchains[0])->win_handle, &windowRect);
4349 /* Warning: glScissor uses window coordinates, not viewport coordinates, so our viewport correction does not apply
4350 * Warning2: Even in windowed mode the coords are relative to the window, not the screen
4352 winHeight = windowRect.bottom - windowRect.top;
4353 TRACE("(%p)Setting new Scissor Rect to %d:%d-%d:%d\n", This, pRect->left, pRect->bottom - winHeight,
4354 pRect->right - pRect->left, pRect->bottom - pRect->top);
4356 glScissor(pRect->left, winHeight - pRect->bottom, pRect->right - pRect->left, pRect->bottom - pRect->top);
4357 checkGLcall("glScissor");
4363 static HRESULT WINAPI IWineD3DDeviceImpl_GetScissorRect(IWineD3DDevice *iface, RECT* pRect) {
4364 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4365 GLint scissorBox[4];
4368 /** FIXME: Windows uses a top,left origin openGL uses a bottom Right? **/
4369 glGetIntegerv(GL_SCISSOR_BOX, scissorBox);
4370 pRect->left = scissorBox[0];
4371 pRect->top = scissorBox[1];
4372 pRect->right = scissorBox[0] + scissorBox[2];
4373 pRect->bottom = scissorBox[1] + scissorBox[3];
4374 TRACE("(%p)Returning a Scissor Rect of %d:%d-%d:%d\n", This, pRect->left, pRect->top, pRect->right, pRect->bottom);
4379 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration* pDecl) {
4380 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
4381 IWineD3DVertexDeclaration *oldDecl = This->updateStateBlock->vertexDecl;
4383 TRACE("(%p) : pDecl=%p\n", This, pDecl);
4385 This->updateStateBlock->vertexDecl = pDecl;
4386 This->updateStateBlock->changed.vertexDecl = TRUE;
4387 This->updateStateBlock->set.vertexDecl = TRUE;
4389 if (This->isRecordingState) {
4390 TRACE("Recording... not performing anything\n");
4393 if (NULL != pDecl) {
4394 IWineD3DVertexDeclaration_AddRef(pDecl);
4396 if (NULL != oldDecl) {
4397 IWineD3DVertexDeclaration_Release(oldDecl);
4402 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexDeclaration(IWineD3DDevice* iface, IWineD3DVertexDeclaration** ppDecl) {
4403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4405 TRACE("(%p) : ppDecl=%p\n", This, ppDecl);
4407 *ppDecl = This->stateBlock->vertexDecl;
4408 if (NULL != *ppDecl) IWineD3DVertexDeclaration_AddRef(*ppDecl);
4412 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader* pShader) {
4413 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4414 IWineD3DVertexShader* oldShader = This->updateStateBlock->vertexShader;
4416 This->updateStateBlock->vertexShader = pShader;
4417 This->updateStateBlock->changed.vertexShader = TRUE;
4418 This->updateStateBlock->set.vertexShader = TRUE;
4420 if (This->isRecordingState) {
4421 TRACE("Recording... not performing anything\n");
4424 if (NULL != pShader) {
4425 IWineD3DVertexShader_AddRef(pShader);
4427 if (NULL != oldShader) {
4428 IWineD3DVertexShader_Release(oldShader);
4431 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4433 * TODO: merge HAL shaders context switching from prototype
4438 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShader(IWineD3DDevice *iface, IWineD3DVertexShader** ppShader) {
4439 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4441 if (NULL == ppShader) {
4442 return WINED3DERR_INVALIDCALL;
4444 *ppShader = This->stateBlock->vertexShader;
4445 if( NULL != *ppShader)
4446 IWineD3DVertexShader_AddRef(*ppShader);
4448 TRACE("(%p) : returning %p\n", This, *ppShader);
4452 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantB(
4453 IWineD3DDevice *iface,
4455 CONST BOOL *srcData,
4458 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4459 int i, cnt = min(count, MAX_CONST_B - start);
4461 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4462 iface, srcData, start, count);
4464 if (srcData == NULL || cnt < 0)
4465 return WINED3DERR_INVALIDCALL;
4467 memcpy(&This->updateStateBlock->vertexShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4468 for (i = 0; i < cnt; i++)
4469 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4471 for (i = start; i < cnt + start; ++i) {
4472 This->updateStateBlock->changed.vertexShaderConstantsB[i] = TRUE;
4473 This->updateStateBlock->set.vertexShaderConstantsB[i] = TRUE;
4479 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantB(
4480 IWineD3DDevice *iface,
4485 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4486 int cnt = min(count, MAX_CONST_B - start);
4488 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4489 iface, dstData, start, count);
4491 if (dstData == NULL || cnt < 0)
4492 return WINED3DERR_INVALIDCALL;
4494 memcpy(dstData, &This->stateBlock->vertexShaderConstantB[start], cnt * sizeof(BOOL));
4498 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantI(
4499 IWineD3DDevice *iface,
4504 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4505 int i, cnt = min(count, MAX_CONST_I - start);
4507 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4508 iface, srcData, start, count);
4510 if (srcData == NULL || cnt < 0)
4511 return WINED3DERR_INVALIDCALL;
4513 memcpy(&This->updateStateBlock->vertexShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4514 for (i = 0; i < cnt; i++)
4515 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
4516 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4518 for (i = start; i < cnt + start; ++i) {
4519 This->updateStateBlock->changed.vertexShaderConstantsI[i] = TRUE;
4520 This->updateStateBlock->set.vertexShaderConstantsI[i] = TRUE;
4526 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantI(
4527 IWineD3DDevice *iface,
4532 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4533 int cnt = min(count, MAX_CONST_I - start);
4535 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4536 iface, dstData, start, count);
4538 if (dstData == NULL || ((signed int) MAX_CONST_I - (signed int) start) <= (signed int) 0)
4539 return WINED3DERR_INVALIDCALL;
4541 memcpy(dstData, &This->stateBlock->vertexShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4545 static HRESULT WINAPI IWineD3DDeviceImpl_SetVertexShaderConstantF(
4546 IWineD3DDevice *iface,
4548 CONST float *srcData,
4551 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4552 int i, cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4554 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4555 iface, srcData, start, count);
4557 if (srcData == NULL || ((signed int) GL_LIMITS(vshader_constantsF) - (signed int) start) <= (signed int) 0)
4558 return WINED3DERR_INVALIDCALL;
4560 memcpy(&This->updateStateBlock->vertexShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4561 for (i = 0; i < cnt; i++)
4562 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
4563 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4565 for (i = start; i < cnt + start; ++i) {
4566 if (!This->updateStateBlock->set.vertexShaderConstantsF[i]) {
4567 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
4569 list_add_head(&This->updateStateBlock->set_vconstantsF, &ptr->entry);
4570 This->updateStateBlock->set.vertexShaderConstantsF[i] = TRUE;
4572 This->updateStateBlock->changed.vertexShaderConstantsF[i] = TRUE;
4578 static HRESULT WINAPI IWineD3DDeviceImpl_GetVertexShaderConstantF(
4579 IWineD3DDevice *iface,
4584 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4585 int cnt = min(count, GL_LIMITS(vshader_constantsF) - start);
4587 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4588 iface, dstData, start, count);
4590 if (dstData == NULL || cnt < 0)
4591 return WINED3DERR_INVALIDCALL;
4593 memcpy(dstData, &This->stateBlock->vertexShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4597 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader *pShader) {
4598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4599 IWineD3DPixelShader *oldShader = This->updateStateBlock->pixelShader;
4600 This->updateStateBlock->pixelShader = pShader;
4601 This->updateStateBlock->changed.pixelShader = TRUE;
4602 This->updateStateBlock->set.pixelShader = TRUE;
4604 /* Handle recording of state blocks */
4605 if (This->isRecordingState) {
4606 TRACE("Recording... not performing anything\n");
4609 if (NULL != pShader) {
4610 IWineD3DPixelShader_AddRef(pShader);
4612 if (NULL != oldShader) {
4613 IWineD3DPixelShader_Release(oldShader);
4616 TRACE("(%p) : setting pShader(%p)\n", This, pShader);
4618 * TODO: merge HAL shaders context switching from prototype
4623 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShader(IWineD3DDevice *iface, IWineD3DPixelShader **ppShader) {
4624 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4626 if (NULL == ppShader) {
4627 WARN("(%p) : PShader is NULL, returning INVALIDCALL\n", This);
4628 return WINED3DERR_INVALIDCALL;
4631 *ppShader = This->stateBlock->pixelShader;
4632 if (NULL != *ppShader) {
4633 IWineD3DPixelShader_AddRef(*ppShader);
4635 TRACE("(%p) : returning %p\n", This, *ppShader);
4639 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantB(
4640 IWineD3DDevice *iface,
4642 CONST BOOL *srcData,
4645 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4646 int i, cnt = min(count, MAX_CONST_B - start);
4648 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4649 iface, srcData, start, count);
4651 if (srcData == NULL || cnt < 0)
4652 return WINED3DERR_INVALIDCALL;
4654 memcpy(&This->updateStateBlock->pixelShaderConstantB[start], srcData, cnt * sizeof(BOOL));
4655 for (i = 0; i < cnt; i++)
4656 TRACE("Set BOOL constant %u to %s\n", start + i, srcData[i]? "true":"false");
4658 for (i = start; i < cnt + start; ++i) {
4659 This->updateStateBlock->changed.pixelShaderConstantsB[i] = TRUE;
4660 This->updateStateBlock->set.pixelShaderConstantsB[i] = TRUE;
4666 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantB(
4667 IWineD3DDevice *iface,
4672 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4673 int cnt = min(count, MAX_CONST_B - start);
4675 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4676 iface, dstData, start, count);
4678 if (dstData == NULL || cnt < 0)
4679 return WINED3DERR_INVALIDCALL;
4681 memcpy(dstData, &This->stateBlock->pixelShaderConstantB[start], cnt * sizeof(BOOL));
4685 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantI(
4686 IWineD3DDevice *iface,
4691 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4692 int i, cnt = min(count, MAX_CONST_I - start);
4694 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4695 iface, srcData, start, count);
4697 if (srcData == NULL || cnt < 0)
4698 return WINED3DERR_INVALIDCALL;
4700 memcpy(&This->updateStateBlock->pixelShaderConstantI[start * 4], srcData, cnt * sizeof(int) * 4);
4701 for (i = 0; i < cnt; i++)
4702 TRACE("Set INT constant %u to { %d, %d, %d, %d }\n", start + i,
4703 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4705 for (i = start; i < cnt + start; ++i) {
4706 This->updateStateBlock->changed.pixelShaderConstantsI[i] = TRUE;
4707 This->updateStateBlock->set.pixelShaderConstantsI[i] = TRUE;
4713 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantI(
4714 IWineD3DDevice *iface,
4719 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4720 int cnt = min(count, MAX_CONST_I - start);
4722 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4723 iface, dstData, start, count);
4725 if (dstData == NULL || cnt < 0)
4726 return WINED3DERR_INVALIDCALL;
4728 memcpy(dstData, &This->stateBlock->pixelShaderConstantI[start * 4], cnt * sizeof(int) * 4);
4732 static HRESULT WINAPI IWineD3DDeviceImpl_SetPixelShaderConstantF(
4733 IWineD3DDevice *iface,
4735 CONST float *srcData,
4738 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4739 int i, cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
4741 TRACE("(iface %p, srcData %p, start %d, count %d)\n",
4742 iface, srcData, start, count);
4744 if (srcData == NULL || cnt < 0)
4745 return WINED3DERR_INVALIDCALL;
4747 memcpy(&This->updateStateBlock->pixelShaderConstantF[start * 4], srcData, cnt * sizeof(float) * 4);
4748 for (i = 0; i < cnt; i++)
4749 TRACE("Set FLOAT constant %u to { %f, %f, %f, %f }\n", start + i,
4750 srcData[i*4], srcData[i*4+1], srcData[i*4+2], srcData[i*4+3]);
4752 for (i = start; i < cnt + start; ++i) {
4753 if (!This->updateStateBlock->set.pixelShaderConstantsF[i]) {
4754 constant_entry *ptr = HeapAlloc(GetProcessHeap(), 0, sizeof(constant_entry));
4756 list_add_head(&This->updateStateBlock->set_pconstantsF, &ptr->entry);
4757 This->updateStateBlock->set.pixelShaderConstantsF[i] = TRUE;
4759 This->updateStateBlock->changed.pixelShaderConstantsF[i] = TRUE;
4765 static HRESULT WINAPI IWineD3DDeviceImpl_GetPixelShaderConstantF(
4766 IWineD3DDevice *iface,
4771 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
4772 int cnt = min(count, GL_LIMITS(pshader_constantsF) - start);
4774 TRACE("(iface %p, dstData %p, start %d, count %d)\n",
4775 iface, dstData, start, count);
4777 if (dstData == NULL || cnt < 0)
4778 return WINED3DERR_INVALIDCALL;
4780 memcpy(dstData, &This->stateBlock->pixelShaderConstantF[start * 4], cnt * sizeof(float) * 4);
4784 #define copy_and_next(dest, src, size) memcpy(dest, src, size); dest += (size)
4786 process_vertices_strided(IWineD3DDeviceImpl *This, DWORD dwDestIndex, DWORD dwCount, WineDirect3DVertexStridedData *lpStrideData, DWORD SrcFVF, IWineD3DVertexBufferImpl *dest, DWORD dwFlags) {
4787 char *dest_ptr, *dest_conv = NULL;
4789 DWORD DestFVF = dest->fvf;
4791 WINED3DMATRIX mat, proj_mat, view_mat, world_mat;
4795 if (SrcFVF & WINED3DFVF_NORMAL) {
4796 WARN(" lighting state not saved yet... Some strange stuff may happen !\n");
4799 if ( (SrcFVF & WINED3DFVF_POSITION_MASK) != WINED3DFVF_XYZ) {
4800 ERR("Source has no position mask\n");
4801 return WINED3DERR_INVALIDCALL;
4804 /* We might access VBOs from this code, so hold the lock */
4807 if (dest->resource.allocatedMemory == NULL) {
4808 /* This may happen if we do direct locking into a vbo. Unlikely,
4809 * but theoretically possible(ddraw processvertices test)
4811 dest->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, dest->resource.size);
4812 if(!dest->resource.allocatedMemory) {
4814 ERR("Out of memory\n");
4815 return E_OUTOFMEMORY;
4819 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4820 checkGLcall("glBindBufferARB");
4821 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
4823 memcpy(dest->resource.allocatedMemory, src, dest->resource.size);
4825 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
4826 checkGLcall("glUnmapBufferARB");
4830 /* Get a pointer into the destination vbo(create one if none exists) and
4831 * write correct opengl data into it. It's cheap and allows us to run drawStridedFast
4833 if(!dest->vbo && GL_SUPPORT(ARB_VERTEX_BUFFER_OBJECT)) {
4838 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, dest->vbo));
4839 dest_conv = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_WRITE_ONLY_ARB));
4841 ERR("glMapBuffer failed\n");
4842 /* Continue without storing converted vertices */
4847 * a) WINED3DRS_CLIPPING is enabled
4848 * b) WINED3DVOP_CLIP is passed
4850 if(This->stateBlock->renderState[WINED3DRS_CLIPPING]) {
4851 static BOOL warned = FALSE;
4853 * The clipping code is not quite correct. Some things need
4854 * to be checked against IDirect3DDevice3 (!), d3d8 and d3d9,
4855 * so disable clipping for now.
4856 * (The graphics in Half-Life are broken, and my processvertices
4857 * test crashes with IDirect3DDevice3)
4863 FIXME("Clipping is broken and disabled for now\n");
4865 } else doClip = FALSE;
4866 dest_ptr = ((char *) dest->resource.allocatedMemory) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4868 dest_conv = ((char *) dest_conv) + dwDestIndex * get_flexible_vertex_size(DestFVF);
4871 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4874 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4875 WINED3DTS_PROJECTION,
4877 IWineD3DDevice_GetTransform( (IWineD3DDevice *) This,
4878 WINED3DTS_WORLDMATRIX(0),
4881 TRACE("View mat:\n");
4882 TRACE("%f %f %f %f\n", view_mat.u.s._11, view_mat.u.s._12, view_mat.u.s._13, view_mat.u.s._14); \
4883 TRACE("%f %f %f %f\n", view_mat.u.s._21, view_mat.u.s._22, view_mat.u.s._23, view_mat.u.s._24); \
4884 TRACE("%f %f %f %f\n", view_mat.u.s._31, view_mat.u.s._32, view_mat.u.s._33, view_mat.u.s._34); \
4885 TRACE("%f %f %f %f\n", view_mat.u.s._41, view_mat.u.s._42, view_mat.u.s._43, view_mat.u.s._44); \
4887 TRACE("Proj mat:\n");
4888 TRACE("%f %f %f %f\n", proj_mat.u.s._11, proj_mat.u.s._12, proj_mat.u.s._13, proj_mat.u.s._14); \
4889 TRACE("%f %f %f %f\n", proj_mat.u.s._21, proj_mat.u.s._22, proj_mat.u.s._23, proj_mat.u.s._24); \
4890 TRACE("%f %f %f %f\n", proj_mat.u.s._31, proj_mat.u.s._32, proj_mat.u.s._33, proj_mat.u.s._34); \
4891 TRACE("%f %f %f %f\n", proj_mat.u.s._41, proj_mat.u.s._42, proj_mat.u.s._43, proj_mat.u.s._44); \
4893 TRACE("World mat:\n");
4894 TRACE("%f %f %f %f\n", world_mat.u.s._11, world_mat.u.s._12, world_mat.u.s._13, world_mat.u.s._14); \
4895 TRACE("%f %f %f %f\n", world_mat.u.s._21, world_mat.u.s._22, world_mat.u.s._23, world_mat.u.s._24); \
4896 TRACE("%f %f %f %f\n", world_mat.u.s._31, world_mat.u.s._32, world_mat.u.s._33, world_mat.u.s._34); \
4897 TRACE("%f %f %f %f\n", world_mat.u.s._41, world_mat.u.s._42, world_mat.u.s._43, world_mat.u.s._44); \
4899 /* Get the viewport */
4900 IWineD3DDevice_GetViewport( (IWineD3DDevice *) This, &vp);
4901 TRACE("Viewport: X=%d, Y=%d, Width=%d, Height=%d, MinZ=%f, MaxZ=%f\n",
4902 vp.X, vp.Y, vp.Width, vp.Height, vp.MinZ, vp.MaxZ);
4904 multiply_matrix(&mat,&view_mat,&world_mat);
4905 multiply_matrix(&mat,&proj_mat,&mat);
4907 numTextures = (DestFVF & WINED3DFVF_TEXCOUNT_MASK) >> WINED3DFVF_TEXCOUNT_SHIFT;
4909 for (i = 0; i < dwCount; i+= 1) {
4910 unsigned int tex_index;
4912 if ( ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZ ) ||
4913 ((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW ) ) {
4914 /* The position first */
4916 (float *) (((char *) lpStrideData->u.s.position.lpData) + i * lpStrideData->u.s.position.dwStride);
4918 TRACE("In: ( %06.2f %06.2f %06.2f )\n", p[0], p[1], p[2]);
4920 /* Multiplication with world, view and projection matrix */
4921 x = (p[0] * mat.u.s._11) + (p[1] * mat.u.s._21) + (p[2] * mat.u.s._31) + (1.0 * mat.u.s._41);
4922 y = (p[0] * mat.u.s._12) + (p[1] * mat.u.s._22) + (p[2] * mat.u.s._32) + (1.0 * mat.u.s._42);
4923 z = (p[0] * mat.u.s._13) + (p[1] * mat.u.s._23) + (p[2] * mat.u.s._33) + (1.0 * mat.u.s._43);
4924 rhw = (p[0] * mat.u.s._14) + (p[1] * mat.u.s._24) + (p[2] * mat.u.s._34) + (1.0 * mat.u.s._44);
4926 TRACE("x=%f y=%f z=%f rhw=%f\n", x, y, z, rhw);
4928 /* WARNING: The following things are taken from d3d7 and were not yet checked
4929 * against d3d8 or d3d9!
4932 /* Clipping conditions: From
4933 * http://msdn.microsoft.com/archive/default.asp?url=/archive/en-us/directx9_c/directx/graphics/programmingguide/fixedfunction/viewportsclipping/clippingvolumes.asp
4935 * A vertex is clipped if it does not match the following requirements
4939 * 0 < rhw ( Not in d3d7, but tested in d3d7)
4941 * If clipping is on is determined by the D3DVOP_CLIP flag in D3D7, and
4942 * by the D3DRS_CLIPPING in D3D9(according to the msdn, not checked)
4947 ( (-rhw -eps < x) && (-rhw -eps < y) && ( -eps < z) &&
4948 (x <= rhw + eps) && (y <= rhw + eps ) && (z <= rhw + eps) &&
4951 /* "Normal" viewport transformation (not clipped)
4952 * 1) The values are divided by rhw
4953 * 2) The y axis is negative, so multiply it with -1
4954 * 3) Screen coordinates go from -(Width/2) to +(Width/2) and
4955 * -(Height/2) to +(Height/2). The z range is MinZ to MaxZ
4956 * 4) Multiply x with Width/2 and add Width/2
4957 * 5) The same for the height
4958 * 6) Add the viewpoint X and Y to the 2D coordinates and
4959 * The minimum Z value to z
4960 * 7) rhw = 1 / rhw Reciprocal of Homogeneous W....
4962 * Well, basically it's simply a linear transformation into viewport
4974 z *= vp.MaxZ - vp.MinZ;
4976 x += vp.Width / 2 + vp.X;
4977 y += vp.Height / 2 + vp.Y;
4982 /* That vertex got clipped
4983 * Contrary to OpenGL it is not dropped completely, it just
4984 * undergoes a different calculation.
4986 TRACE("Vertex got clipped\n");
4993 /* Msdn mentions that Direct3D9 keeps a list of clipped vertices
4994 * outside of the main vertex buffer memory. That needs some more
4999 TRACE("Writing (%f %f %f) %f\n", x, y, z, rhw);
5002 ( (float *) dest_ptr)[0] = x;
5003 ( (float *) dest_ptr)[1] = y;
5004 ( (float *) dest_ptr)[2] = z;
5005 ( (float *) dest_ptr)[3] = rhw; /* SIC, see ddraw test! */
5007 dest_ptr += 3 * sizeof(float);
5009 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
5010 dest_ptr += sizeof(float);
5015 ( (float *) dest_conv)[0] = x * w;
5016 ( (float *) dest_conv)[1] = y * w;
5017 ( (float *) dest_conv)[2] = z * w;
5018 ( (float *) dest_conv)[3] = w;
5020 dest_conv += 3 * sizeof(float);
5022 if((DestFVF & WINED3DFVF_POSITION_MASK) == WINED3DFVF_XYZRHW) {
5023 dest_conv += sizeof(float);
5027 if (DestFVF & WINED3DFVF_PSIZE) {
5028 dest_ptr += sizeof(DWORD);
5029 if(dest_conv) dest_conv += sizeof(DWORD);
5031 if (DestFVF & WINED3DFVF_NORMAL) {
5033 (float *) (((float *) lpStrideData->u.s.normal.lpData) + i * lpStrideData->u.s.normal.dwStride);
5034 /* AFAIK this should go into the lighting information */
5035 FIXME("Didn't expect the destination to have a normal\n");
5036 copy_and_next(dest_ptr, normal, 3 * sizeof(float));
5038 copy_and_next(dest_conv, normal, 3 * sizeof(float));
5042 if (DestFVF & WINED3DFVF_DIFFUSE) {
5044 (DWORD *) (((char *) lpStrideData->u.s.diffuse.lpData) + i * lpStrideData->u.s.diffuse.dwStride);
5046 static BOOL warned = FALSE;
5049 ERR("No diffuse color in source, but destination has one\n");
5053 *( (DWORD *) dest_ptr) = 0xffffffff;
5054 dest_ptr += sizeof(DWORD);
5057 *( (DWORD *) dest_conv) = 0xffffffff;
5058 dest_conv += sizeof(DWORD);
5062 copy_and_next(dest_ptr, color_d, sizeof(DWORD));
5064 *( (DWORD *) dest_conv) = (*color_d & 0xff00ff00) ; /* Alpha + green */
5065 *( (DWORD *) dest_conv) |= (*color_d & 0x00ff0000) >> 16; /* Red */
5066 *( (DWORD *) dest_conv) |= (*color_d & 0xff0000ff) << 16; /* Blue */
5067 dest_conv += sizeof(DWORD);
5072 if (DestFVF & WINED3DFVF_SPECULAR) {
5073 /* What's the color value in the feedback buffer? */
5075 (DWORD *) (((char *) lpStrideData->u.s.specular.lpData) + i * lpStrideData->u.s.specular.dwStride);
5077 static BOOL warned = FALSE;
5080 ERR("No specular color in source, but destination has one\n");
5084 *( (DWORD *) dest_ptr) = 0xFF000000;
5085 dest_ptr += sizeof(DWORD);
5088 *( (DWORD *) dest_conv) = 0xFF000000;
5089 dest_conv += sizeof(DWORD);
5093 copy_and_next(dest_ptr, color_s, sizeof(DWORD));
5095 *( (DWORD *) dest_conv) = (*color_s & 0xff00ff00) ; /* Alpha + green */
5096 *( (DWORD *) dest_conv) |= (*color_s & 0x00ff0000) >> 16; /* Red */
5097 *( (DWORD *) dest_conv) |= (*color_s & 0xff0000ff) << 16; /* Blue */
5098 dest_conv += sizeof(DWORD);
5103 for (tex_index = 0; tex_index < numTextures; tex_index++) {
5105 (float *) (((char *) lpStrideData->u.s.texCoords[tex_index].lpData) +
5106 i * lpStrideData->u.s.texCoords[tex_index].dwStride);
5108 ERR("No source texture, but destination requests one\n");
5109 dest_ptr+=GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5110 if(dest_conv) dest_conv += GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float);
5113 copy_and_next(dest_ptr, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5115 copy_and_next(dest_conv, tex_coord, GET_TEXCOORD_SIZE_FROM_FVF(DestFVF, tex_index) * sizeof(float));
5122 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5123 checkGLcall("glUnmapBufferARB(GL_ARRAY_BUFFER_ARB)");
5130 #undef copy_and_next
5132 static HRESULT WINAPI IWineD3DDeviceImpl_ProcessVertices(IWineD3DDevice *iface, UINT SrcStartIndex, UINT DestIndex, UINT VertexCount, IWineD3DVertexBuffer* pDestBuffer, IWineD3DVertexBuffer* pVertexDecl, DWORD Flags) {
5133 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5134 IWineD3DVertexBufferImpl *SrcImpl = (IWineD3DVertexBufferImpl *) pVertexDecl;
5135 WineDirect3DVertexStridedData strided;
5136 TRACE("(%p)->(%d,%d,%d,%p,%p,%d\n", This, SrcStartIndex, DestIndex, VertexCount, pDestBuffer, pVertexDecl, Flags);
5139 WARN("NULL source vertex buffer\n");
5140 return WINED3DERR_INVALIDCALL;
5142 /* We don't need the source vbo because this buffer is only used as
5143 * a source for ProcessVertices. Avoid wasting resources by converting the
5144 * buffer and loading the VBO
5147 TRACE("Releasing the source vbo, it won't be needed\n");
5149 if(!SrcImpl->resource.allocatedMemory) {
5150 /* Rescue the data from the buffer */
5152 SrcImpl->resource.allocatedMemory = HeapAlloc(GetProcessHeap(), 0, SrcImpl->resource.size);
5153 if(!SrcImpl->resource.allocatedMemory) {
5154 ERR("Out of memory\n");
5155 return E_OUTOFMEMORY;
5159 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, SrcImpl->vbo));
5160 checkGLcall("glBindBufferARB");
5162 src = GL_EXTCALL(glMapBufferARB(GL_ARRAY_BUFFER_ARB, GL_READ_ONLY_ARB));
5164 memcpy(SrcImpl->resource.allocatedMemory, src, SrcImpl->resource.size);
5167 GL_EXTCALL(glUnmapBufferARB(GL_ARRAY_BUFFER_ARB));
5168 checkGLcall("glUnmapBufferARB");
5173 GL_EXTCALL(glBindBufferARB(GL_ARRAY_BUFFER_ARB, 0));
5174 checkGLcall("glBindBufferARB");
5175 GL_EXTCALL(glDeleteBuffersARB(1, &SrcImpl->vbo));
5176 checkGLcall("glDeleteBuffersARB");
5182 memset(&strided, 0, sizeof(strided));
5183 primitiveConvertFVFtoOffset(SrcImpl->fvf, get_flexible_vertex_size(SrcImpl->fvf), SrcImpl->resource.allocatedMemory + get_flexible_vertex_size(SrcImpl->fvf) * SrcStartIndex, &strided, 0);
5185 return process_vertices_strided(This, DestIndex, VertexCount, &strided, SrcImpl->fvf, (IWineD3DVertexBufferImpl *) pDestBuffer, Flags);
5189 * Apply / Get / Set Texture Stage States
5190 * TODO: Verify against dx9 definitions
5193 /* NOTE: It's expected that this function is going to be called lots of times with the same stage active, so make it the callers responsibility to GLACTIVETEXTURE(Stage) for better state management. Set the correct Texture unit active before calling ApplyTextureStageState */
5194 static void WINAPI IWineD3DDeviceImpl_ApplyTextureUnitState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type) {
5195 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5196 DWORD Value = This->updateStateBlock->textureState[Stage][Type];
5197 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5199 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5201 /* Check that the stage is within limits */
5202 if (Stage >= GL_LIMITS(texture_stages) || Stage < 0) {
5203 TRACE("Attempt to access invalid texture rejected\n");
5210 case WINED3DTSS_ALPHAOP :
5211 case WINED3DTSS_COLOROP :
5212 /* nothing to do as moved to drawprim for now */
5214 case WINED3DTSS_ADDRESSW :
5215 #if 0 /* I'm not sure what D3D does about ADDRESSW appearing twice */
5216 if (Value < minLookup[WINELOOKUP_WARPPARAM] || Value > maxLookup[WINELOOKUP_WARPPARAM]) {
5217 FIXME("Unrecognized or unsupported WINED3DTADDRESS_* value %d, state %d\n", Value, Type);
5220 GLint wrapParm = stateLookup[WINELOOKUP_WARPPARAM][Value - minLookup[WINELOOKUP_WARPPARAM]];
5221 TRACE("Setting WRAP_R to %d for %x\n", wrapParm, This->stateBlock->textureDimensions[Stage]);
5222 glTexParameteri(This->stateBlock->textureDimensions[Stage], GL_TEXTURE_WRAP_R, wrapParm);
5223 checkGLcall("glTexParameteri(..., GL_TEXTURE_WRAP_R, wrapParm)");
5226 case WINED3DTSS_TEXCOORDINDEX :
5228 /* Values 0-7 are indexes into the FVF tex coords - See comments in DrawPrimitive */
5230 /* FIXME: From MSDN: The WINED3DTSS_TCI_* flags are mutually exclusive. If you include
5231 one flag, you can still specify an index value, which the system uses to
5232 determine the texture wrapping mode.
5233 eg. SetTextureStageState( 0, WINED3DTSS_TEXCOORDINDEX, WINED3DTSS_TCI_CAMERASPACEPOSITION | 1 );
5234 means use the vertex position (camera-space) as the input texture coordinates
5235 for this texture stage, and the wrap mode set in the WINED3DRS_WRAP1 render
5236 state. We do not (yet) support the WINED3DRENDERSTATE_WRAPx values, nor tie them up
5237 to the TEXCOORDINDEX value */
5240 * Be careful the value of the mask 0xF0000 come from d3d8types.h infos
5242 switch (Value & 0xFFFF0000) {
5243 case WINED3DTSS_TCI_PASSTHRU:
5244 /*Use the specified texture coordinates contained within the vertex format. This value resolves to zero.*/
5245 glDisable(GL_TEXTURE_GEN_S);
5246 glDisable(GL_TEXTURE_GEN_T);
5247 glDisable(GL_TEXTURE_GEN_R);
5248 glDisable(GL_TEXTURE_GEN_Q);
5249 checkGLcall("glDisable(GL_TEXTURE_GEN_S,T,R,Q)");
5252 case WINED3DTSS_TCI_CAMERASPACEPOSITION:
5253 /* CameraSpacePosition means use the vertex position, transformed to camera space,
5254 as the input texture coordinates for this stage's texture transformation. This
5255 equates roughly to EYE_LINEAR */
5257 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5258 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5259 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5260 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5261 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set eye plane\n");
5263 glMatrixMode(GL_MODELVIEW);
5266 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5267 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5268 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5269 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5272 TRACE("WINED3DTSS_TCI_CAMERASPACEPOSITION - Set GL_TEXTURE_GEN_x and GL_x, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR\n");
5273 glEnable(GL_TEXTURE_GEN_S);
5274 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5275 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5276 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5277 glEnable(GL_TEXTURE_GEN_T);
5278 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5279 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5280 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5281 glEnable(GL_TEXTURE_GEN_R);
5282 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5283 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR);
5284 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_EYE_LINEAR)");
5288 case WINED3DTSS_TCI_CAMERASPACENORMAL:
5290 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5291 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5292 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5293 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5294 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5295 TRACE("WINED3DTSS_TCI_CAMERASPACENORMAL - Set eye plane\n");
5297 glMatrixMode(GL_MODELVIEW);
5300 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5301 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5302 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5303 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5306 glEnable(GL_TEXTURE_GEN_S);
5307 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5308 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5309 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5310 glEnable(GL_TEXTURE_GEN_T);
5311 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5312 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5313 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5314 glEnable(GL_TEXTURE_GEN_R);
5315 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5316 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV);
5317 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_NORMAL_MAP_NV)");
5322 case WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR:
5324 if (GL_SUPPORT(NV_TEXGEN_REFLECTION)) {
5325 float s_plane[] = { 1.0, 0.0, 0.0, 0.0 };
5326 float t_plane[] = { 0.0, 1.0, 0.0, 0.0 };
5327 float r_plane[] = { 0.0, 0.0, 1.0, 0.0 };
5328 float q_plane[] = { 0.0, 0.0, 0.0, 1.0 };
5329 TRACE("WINED3DTSS_TCI_CAMERASPACEREFLECTIONVECTOR - Set eye plane\n");
5331 glMatrixMode(GL_MODELVIEW);
5334 glTexGenfv(GL_S, GL_EYE_PLANE, s_plane);
5335 glTexGenfv(GL_T, GL_EYE_PLANE, t_plane);
5336 glTexGenfv(GL_R, GL_EYE_PLANE, r_plane);
5337 glTexGenfv(GL_Q, GL_EYE_PLANE, q_plane);
5340 glEnable(GL_TEXTURE_GEN_S);
5341 checkGLcall("glEnable(GL_TEXTURE_GEN_S);");
5342 glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5343 checkGLcall("glTexGeni(GL_S, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5344 glEnable(GL_TEXTURE_GEN_T);
5345 checkGLcall("glEnable(GL_TEXTURE_GEN_T);");
5346 glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5347 checkGLcall("glTexGeni(GL_T, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5348 glEnable(GL_TEXTURE_GEN_R);
5349 checkGLcall("glEnable(GL_TEXTURE_GEN_R);");
5350 glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV);
5351 checkGLcall("glTexGeni(GL_R, GL_TEXTURE_GEN_MODE, GL_REFLECTION_MAP_NV)");
5356 /* Unhandled types: */
5359 /* ? disable GL_TEXTURE_GEN_n ? */
5360 glDisable(GL_TEXTURE_GEN_S);
5361 glDisable(GL_TEXTURE_GEN_T);
5362 glDisable(GL_TEXTURE_GEN_R);
5363 glDisable(GL_TEXTURE_GEN_Q);
5364 FIXME("Unhandled WINED3DTSS_TEXCOORDINDEX %x\n", Value);
5371 case WINED3DTSS_TEXTURETRANSFORMFLAGS :
5372 set_texture_matrix((float *)&This->stateBlock->transforms[WINED3DTS_TEXTURE0 + Stage].u.m[0][0], Value, (This->stateBlock->textureState[Stage][WINED3DTSS_TEXCOORDINDEX] & 0xFFFF0000) != WINED3DTSS_TCI_PASSTHRU);
5375 case WINED3DTSS_BUMPENVMAT00 :
5376 case WINED3DTSS_BUMPENVMAT01 :
5377 TRACE("BUMPENVMAT0%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT00, Stage, Type, Value);
5379 case WINED3DTSS_BUMPENVMAT10 :
5380 case WINED3DTSS_BUMPENVMAT11 :
5381 TRACE("BUMPENVMAT1%u Stage=%d, Type=%d, Value =%d\n", Type - WINED3DTSS_BUMPENVMAT10, Stage, Type, Value);
5384 case WINED3DTSS_BUMPENVLSCALE :
5385 TRACE("BUMPENVLSCALE Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5388 case WINED3DTSS_BUMPENVLOFFSET :
5389 TRACE("BUMPENVLOFFSET Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5392 case WINED3DTSS_RESULTARG :
5393 TRACE("RESULTARG Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5397 /* Put back later: FIXME("(%p) : stub, Stage=%d, Type=%d, Value =%d\n", This, Stage, Type, Value); */
5398 TRACE("Still a stub, Stage=%d, Type=%d, Value =%d\n", Stage, Type, Value);
5407 * Get / Set Texture Stage States
5408 * TODO: Verify against dx9 definitions
5410 static HRESULT WINAPI IWineD3DDeviceImpl_SetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD Value) {
5411 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5413 /* FIXME: Handle 3d textures? What if TSS value set before set texture? Need to reapply all values? */
5415 TRACE("(%p) : Stage=%d, Type=%s(%d), Value=%d\n", This, Stage, debug_d3dtexturestate(Type), Type, Value);
5417 /* Reject invalid texture units */
5418 if (Stage >= GL_LIMITS(texture_stages)) {
5419 TRACE("Attempt to access invalid texture rejected\n");
5420 return WINED3DERR_INVALIDCALL;
5423 This->updateStateBlock->changed.textureState[Stage][Type] = TRUE;
5424 This->updateStateBlock->set.textureState[Stage][Type] = TRUE;
5425 This->updateStateBlock->textureState[Stage][Type] = Value;
5430 static HRESULT WINAPI IWineD3DDeviceImpl_GetTextureStageState(IWineD3DDevice *iface, DWORD Stage, WINED3DTEXTURESTAGESTATETYPE Type, DWORD* pValue) {
5431 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5432 TRACE("(%p) : requesting Stage %d, Type %d getting %d\n", This, Stage, Type, This->updateStateBlock->textureState[Stage][Type]);
5433 *pValue = This->updateStateBlock->textureState[Stage][Type];
5440 static HRESULT WINAPI IWineD3DDeviceImpl_SetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture* pTexture) {
5442 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5443 IWineD3DBaseTexture *oldTexture;
5445 oldTexture = This->updateStateBlock->textures[Stage];
5446 TRACE("(%p) : Stage(%d), Texture (%p)\n", This, Stage, pTexture);
5448 #if 0 /* TODO: check so vertex textures */
5449 if (Stage >= D3DVERTEXTEXTURESAMPLER && Stage <= D3DVERTEXTEXTURESAMPLER3){
5450 This->updateStateBlock->vertexTextures[Stage - D3DVERTEXTEXTURESAMPLER] = pTexture;
5455 /* Reject invalid texture units */
5456 if (Stage >= GL_LIMITS(sampler_stages) || Stage < 0) {
5457 WARN("Attempt to access invalid texture rejected\n");
5458 return WINED3DERR_INVALIDCALL;
5461 if(pTexture != NULL) {
5462 /* SetTexture isn't allowed on textures in WINED3DPOOL_SCRATCH;
5464 if(((IWineD3DTextureImpl*)pTexture)->resource.pool == WINED3DPOOL_SCRATCH) {
5465 WARN("(%p) Attempt to set scratch texture rejected\n", pTexture);
5466 return WINED3DERR_INVALIDCALL;
5470 oldTexture = This->updateStateBlock->textures[Stage];
5471 TRACE("GL_LIMITS %d\n",GL_LIMITS(sampler_stages));
5472 TRACE("(%p) : oldtexture(%p)\n", This,oldTexture);
5474 This->updateStateBlock->set.textures[Stage] = TRUE;
5475 This->updateStateBlock->changed.textures[Stage] = TRUE;
5476 TRACE("(%p) : setting new texture to %p\n", This, pTexture);
5477 This->updateStateBlock->textures[Stage] = pTexture;
5479 /* Handle recording of state blocks */
5480 if (This->isRecordingState) {
5481 TRACE("Recording... not performing anything\n");
5485 /** NOTE: MSDN says that setTexture increases the reference count,
5486 * and the the application nust set the texture back to null (or have a leaky application),
5487 * This means we should pass the refcount up to the parent
5488 *******************************/
5489 if (NULL != This->updateStateBlock->textures[Stage]) {
5490 IWineD3DBaseTexture_AddRef(This->updateStateBlock->textures[Stage]);
5493 if (NULL != oldTexture) {
5494 IWineD3DBaseTexture_Release(oldTexture);
5497 /* Reset color keying */
5498 if(Stage == 0 && This->stateBlock->renderState[WINED3DRS_COLORKEYENABLE]) {
5499 BOOL enable_ckey = FALSE;
5502 IWineD3DSurfaceImpl *surf = (IWineD3DSurfaceImpl *) ((IWineD3DTextureImpl *)pTexture)->surfaces[0];
5503 if(surf->CKeyFlags & DDSD_CKSRCBLT) enable_ckey = TRUE;
5507 glAlphaFunc(GL_NOTEQUAL, 0.0);
5508 checkGLcall("glAlphaFunc");
5515 static HRESULT WINAPI IWineD3DDeviceImpl_GetTexture(IWineD3DDevice *iface, DWORD Stage, IWineD3DBaseTexture** ppTexture) {
5516 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5517 TRACE("(%p) : (%d /* Stage */,%p /* ppTexture */)\n", This, Stage, ppTexture);
5519 /* Reject invalid texture units */
5520 if (Stage >= GL_LIMITS(sampler_stages)) {
5521 TRACE("Attempt to access invalid texture rejected\n");
5522 return WINED3DERR_INVALIDCALL;
5524 *ppTexture=This->stateBlock->textures[Stage];
5526 IWineD3DBaseTexture_AddRef(*ppTexture);
5534 static HRESULT WINAPI IWineD3DDeviceImpl_GetBackBuffer(IWineD3DDevice *iface, UINT iSwapChain, UINT BackBuffer, WINED3DBACKBUFFER_TYPE Type,
5535 IWineD3DSurface **ppBackBuffer) {
5536 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5537 IWineD3DSwapChain *swapChain;
5540 TRACE("(%p) : BackBuf %d Type %d SwapChain %d returning %p\n", This, BackBuffer, Type, iSwapChain, *ppBackBuffer);
5542 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapChain);
5543 if (hr == WINED3D_OK) {
5544 hr = IWineD3DSwapChain_GetBackBuffer(swapChain, BackBuffer, Type, ppBackBuffer);
5545 IWineD3DSwapChain_Release(swapChain);
5547 *ppBackBuffer = NULL;
5552 static HRESULT WINAPI IWineD3DDeviceImpl_GetDeviceCaps(IWineD3DDevice *iface, WINED3DCAPS* pCaps) {
5553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5554 WARN("(%p) : stub, calling idirect3d for now\n", This);
5555 return IWineD3D_GetDeviceCaps(This->wineD3D, This->adapterNo, This->devType, pCaps);
5558 static HRESULT WINAPI IWineD3DDeviceImpl_GetDisplayMode(IWineD3DDevice *iface, UINT iSwapChain, WINED3DDISPLAYMODE* pMode) {
5559 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5560 IWineD3DSwapChain *swapChain;
5563 if(iSwapChain > 0) {
5564 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
5565 if (hr == WINED3D_OK) {
5566 hr = IWineD3DSwapChain_GetDisplayMode(swapChain, pMode);
5567 IWineD3DSwapChain_Release(swapChain);
5569 FIXME("(%p) Error getting display mode\n", This);
5572 /* Don't read the real display mode,
5573 but return the stored mode instead. X11 can't change the color
5574 depth, and some apps are pretty angry if they SetDisplayMode from
5575 24 to 16 bpp and find out that GetDisplayMode still returns 24 bpp
5577 Also don't relay to the swapchain because with ddraw it's possible
5578 that there isn't a swapchain at all */
5579 pMode->Width = This->ddraw_width;
5580 pMode->Height = This->ddraw_height;
5581 pMode->Format = This->ddraw_format;
5582 pMode->RefreshRate = 0;
5589 static HRESULT WINAPI IWineD3DDeviceImpl_SetHWND(IWineD3DDevice *iface, HWND hWnd) {
5590 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5591 TRACE("(%p)->(%p)\n", This, hWnd);
5593 This->ddraw_window = hWnd;
5597 static HRESULT WINAPI IWineD3DDeviceImpl_GetHWND(IWineD3DDevice *iface, HWND *hWnd) {
5598 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5599 TRACE("(%p)->(%p)\n", This, hWnd);
5601 *hWnd = This->ddraw_window;
5606 * Stateblock related functions
5609 static HRESULT WINAPI IWineD3DDeviceImpl_BeginStateBlock(IWineD3DDevice *iface) {
5610 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5611 IWineD3DStateBlockImpl *object;
5612 HRESULT temp_result;
5614 TRACE("(%p)\n", This);
5616 if (This->isRecordingState) {
5617 return WINED3DERR_INVALIDCALL;
5620 object = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DStateBlockImpl));
5621 if (NULL == object ) {
5622 FIXME("(%p)Error allocating memory for stateblock\n", This);
5623 return E_OUTOFMEMORY;
5625 TRACE("(%p) created object %p\n", This, object);
5626 object->wineD3DDevice= This;
5627 /** FIXME: object->parent = parent; **/
5628 object->parent = NULL;
5629 object->blockType = WINED3DSBT_ALL;
5631 object->lpVtbl = &IWineD3DStateBlock_Vtbl;
5633 temp_result = allocate_shader_constants(object);
5634 if (WINED3D_OK != temp_result)
5637 IWineD3DStateBlock_Release((IWineD3DStateBlock*)This->updateStateBlock);
5638 This->updateStateBlock = object;
5639 This->isRecordingState = TRUE;
5641 TRACE("(%p) recording stateblock %p\n",This , object);
5645 static HRESULT WINAPI IWineD3DDeviceImpl_EndStateBlock(IWineD3DDevice *iface, IWineD3DStateBlock** ppStateBlock) {
5646 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5648 if (!This->isRecordingState) {
5649 FIXME("(%p) not recording! returning error\n", This);
5650 *ppStateBlock = NULL;
5651 return WINED3DERR_INVALIDCALL;
5654 *ppStateBlock = (IWineD3DStateBlock*)This->updateStateBlock;
5655 This->isRecordingState = FALSE;
5656 This->updateStateBlock = This->stateBlock;
5657 IWineD3DStateBlock_AddRef((IWineD3DStateBlock*)This->updateStateBlock);
5658 /* IWineD3DStateBlock_AddRef(*ppStateBlock); don't need to do this, since we should really just release UpdateStateBlock first */
5659 TRACE("(%p) returning token (ptr to stateblock) of %p\n", This, *ppStateBlock);
5664 * Scene related functions
5666 static HRESULT WINAPI IWineD3DDeviceImpl_BeginScene(IWineD3DDevice *iface) {
5667 /* At the moment we have no need for any functionality at the beginning
5669 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5670 TRACE("(%p) : stub\n", This);
5674 static HRESULT WINAPI IWineD3DDeviceImpl_EndScene(IWineD3DDevice *iface) {
5675 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5676 TRACE("(%p)\n", This);
5678 /* We only have to do this if we need to read the, swapbuffers performs a flush for us */
5680 checkGLcall("glFlush");
5682 TRACE("End Scene\n");
5683 /* If we're using FBOs this isn't needed */
5684 if (wined3d_settings.offscreen_rendering_mode != ORM_FBO && This->renderTarget != NULL) {
5686 /* If the container of the rendertarget is a texture then we need to save the data from the pbuffer */
5687 IUnknown *targetContainer = NULL;
5688 if (WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DBaseTexture, (void **)&targetContainer)
5689 || WINED3D_OK == IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DDevice, (void **)&targetContainer)) {
5690 TRACE("(%p) : Texture rendertarget %p\n", This ,This->renderTarget);
5691 /** always dirtify for now. we must find a better way to see that surface have been modified
5692 (Modifications should will only occur via draw-primitive, but we do need better locking
5693 switching to render-to-texture should remove the overhead though.
5695 IWineD3DSurface_SetPBufferState(This->renderTarget, TRUE /* inPBuffer */, FALSE /* inTexture */);
5696 IWineD3DSurface_AddDirtyRect(This->renderTarget, NULL);
5697 IWineD3DSurface_PreLoad(This->renderTarget);
5698 IWineD3DSurface_SetPBufferState(This->renderTarget, FALSE /* inPBuffer */, FALSE /* inTexture */);
5699 IUnknown_Release(targetContainer);
5702 This->sceneEnded = TRUE;
5707 static HRESULT WINAPI IWineD3DDeviceImpl_Present(IWineD3DDevice *iface,
5708 CONST RECT* pSourceRect, CONST RECT* pDestRect,
5709 HWND hDestWindowOverride, CONST RGNDATA* pDirtyRegion) {
5710 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5711 IWineD3DSwapChain *swapChain = NULL;
5713 int swapchains = IWineD3DDeviceImpl_GetNumberOfSwapChains(iface);
5715 TRACE("(%p) Presenting the frame\n", This);
5717 for(i = 0 ; i < swapchains ; i ++) {
5719 IWineD3DDeviceImpl_GetSwapChain(iface, i , (IWineD3DSwapChain **)&swapChain);
5720 TRACE("presentinng chain %d, %p\n", i, swapChain);
5721 IWineD3DSwapChain_Present(swapChain, pSourceRect, pDestRect, hDestWindowOverride, pDirtyRegion, 0);
5722 IWineD3DSwapChain_Release(swapChain);
5728 static HRESULT WINAPI IWineD3DDeviceImpl_Clear(IWineD3DDevice *iface, DWORD Count, CONST WINED3DRECT* pRects,
5729 DWORD Flags, WINED3DCOLOR Color, float Z, DWORD Stencil) {
5730 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5732 /* TODO: From MSDN This method fails if you specify the WINED3DCLEAR_ZBUFFER or WINED3DCLEAR_STENCIL flags when the
5733 render target does not have an attached depth buffer. Similarly, if you specify the WINED3DCLEAR_STENCIL flag
5734 when the depth-buffer format does not contain stencil buffer information, this method fails. */
5735 GLbitfield glMask = 0;
5736 GLboolean old_ztest;
5737 GLfloat old_z_clear_value;
5738 GLint old_stencil_clear_value;
5739 GLfloat old_color_clear_value[4];
5741 CONST WINED3DRECT* curRect;
5743 TRACE("(%p) Count (%d), pRects (%p), Flags (%x), Z (%f), Stencil (%d)\n", This,
5744 Count, pRects, Flags, Z, Stencil);
5748 glEnable(GL_SCISSOR_TEST);
5749 checkGLcall("glEnable GL_SCISSOR_TEST");
5751 if (Count > 0 && pRects) {
5757 /* Only set the values up once, as they are not changing */
5758 if (Flags & WINED3DCLEAR_STENCIL) {
5759 glGetIntegerv(GL_STENCIL_CLEAR_VALUE, &old_stencil_clear_value);
5760 glClearStencil(Stencil);
5761 checkGLcall("glClearStencil");
5762 glMask = glMask | GL_STENCIL_BUFFER_BIT;
5763 glStencilMask(0xFFFFFFFF);
5766 if (Flags & WINED3DCLEAR_ZBUFFER) {
5767 glGetBooleanv(GL_DEPTH_WRITEMASK, &old_ztest);
5768 glDepthMask(GL_TRUE);
5769 glGetFloatv(GL_DEPTH_CLEAR_VALUE, &old_z_clear_value);
5771 checkGLcall("glClearDepth");
5772 glMask = glMask | GL_DEPTH_BUFFER_BIT;
5775 if (Flags & WINED3DCLEAR_TARGET) {
5776 TRACE("Clearing screen with glClear to color %x\n", Color);
5777 glGetFloatv(GL_COLOR_CLEAR_VALUE, old_color_clear_value);
5778 glClearColor(D3DCOLOR_R(Color),
5782 checkGLcall("glClearColor");
5784 /* Clear ALL colors! */
5785 glColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
5786 glMask = glMask | GL_COLOR_BUFFER_BIT;
5789 /* Now process each rect in turn */
5790 for (i = 0; i < Count || i == 0; i++) {
5793 /* Note gl uses lower left, width/height */
5794 TRACE("(%p) %p Rect=(%d,%d)->(%d,%d) glRect=(%d,%d), len=%d, hei=%d\n", This, curRect,
5795 curRect->x1, curRect->y1, curRect->x2, curRect->y2,
5796 curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5797 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5798 glScissor(curRect->x1, (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height - curRect->y2),
5799 curRect->x2 - curRect->x1, curRect->y2 - curRect->y1);
5800 checkGLcall("glScissor");
5802 glScissor(This->stateBlock->viewport.X,
5803 (((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height -
5804 (This->stateBlock->viewport.Y + This->stateBlock->viewport.Height)),
5805 This->stateBlock->viewport.Width,
5806 This->stateBlock->viewport.Height);
5807 checkGLcall("glScissor");
5810 /* Clear the selected rectangle (or full screen) */
5812 checkGLcall("glClear");
5814 /* Step to the next rectangle */
5815 if (curRect) curRect = curRect + sizeof(WINED3DRECT);
5818 /* Restore the old values (why..?) */
5819 if (Flags & WINED3DCLEAR_STENCIL) {
5820 glClearStencil(old_stencil_clear_value);
5821 glStencilMask(This->stateBlock->renderState[WINED3DRS_STENCILWRITEMASK]);
5823 if (Flags & WINED3DCLEAR_ZBUFFER) {
5824 glDepthMask(old_ztest);
5825 glClearDepth(old_z_clear_value);
5827 if (Flags & WINED3DCLEAR_TARGET) {
5828 glClearColor(old_color_clear_value[0],
5829 old_color_clear_value[1],
5830 old_color_clear_value[2],
5831 old_color_clear_value[3]);
5832 glColorMask(This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_RED ? GL_TRUE : GL_FALSE,
5833 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_GREEN ? GL_TRUE : GL_FALSE,
5834 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_BLUE ? GL_TRUE : GL_FALSE,
5835 This->stateBlock->renderState[WINED3DRS_COLORWRITEENABLE] & WINED3DCOLORWRITEENABLE_ALPHA ? GL_TRUE : GL_FALSE);
5838 glDisable(GL_SCISSOR_TEST);
5839 checkGLcall("glDisable");
5848 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitive(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT StartVertex,
5849 UINT PrimitiveCount) {
5851 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5852 This->stateBlock->streamIsUP = FALSE;
5854 TRACE("(%p) : Type=(%d,%s), Start=%d, Count=%d\n", This, PrimitiveType,
5855 debug_d3dprimitivetype(PrimitiveType),
5856 StartVertex, PrimitiveCount);
5857 drawPrimitive(iface, PrimitiveType, PrimitiveCount, StartVertex, 0/* NumVertices */, -1 /* indxStart */,
5858 0 /* indxSize */, NULL /* indxData */, 0 /* minIndex */, NULL);
5864 /* TODO: baseVIndex needs to be provided from This->stateBlock->baseVertexIndex when called from d3d8 */
5865 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitive(IWineD3DDevice *iface,
5866 WINED3DPRIMITIVETYPE PrimitiveType,
5867 INT baseVIndex, UINT minIndex,
5868 UINT NumVertices, UINT startIndex, UINT primCount) {
5870 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5872 IWineD3DIndexBuffer *pIB;
5873 WINED3DINDEXBUFFER_DESC IdxBufDsc;
5875 pIB = This->stateBlock->pIndexData;
5876 This->stateBlock->streamIsUP = FALSE;
5878 TRACE("(%p) : Type=(%d,%s), min=%d, CountV=%d, startIdx=%d, baseVidx=%d, countP=%d\n", This,
5879 PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5880 minIndex, NumVertices, startIndex, baseVIndex, primCount);
5882 IWineD3DIndexBuffer_GetDesc(pIB, &IdxBufDsc);
5883 if (IdxBufDsc.Format == WINED3DFMT_INDEX16) {
5889 drawPrimitive(iface, PrimitiveType, primCount, baseVIndex, NumVertices, startIndex,
5890 idxStride, ((IWineD3DIndexBufferImpl *) pIB)->resource.allocatedMemory, minIndex, NULL);
5895 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5896 UINT PrimitiveCount, CONST void* pVertexStreamZeroData,
5897 UINT VertexStreamZeroStride) {
5898 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5900 TRACE("(%p) : Type=(%d,%s), pCount=%d, pVtxData=%p, Stride=%d\n", This, PrimitiveType,
5901 debug_d3dprimitivetype(PrimitiveType),
5902 PrimitiveCount, pVertexStreamZeroData, VertexStreamZeroStride);
5904 /* release the stream source */
5905 if (This->stateBlock->streamSource[0] != NULL) {
5906 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5909 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5910 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5911 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5912 This->stateBlock->streamIsUP = TRUE;
5914 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* start vertex */, 0 /* NumVertices */,
5915 0 /* indxStart*/, 0 /* indxSize*/, NULL /* indxData */, 0 /* indxMin */, NULL);
5917 /* MSDN specifies stream zero settings must be set to NULL */
5918 This->stateBlock->streamStride[0] = 0;
5919 This->stateBlock->streamSource[0] = NULL;
5921 /*stream zero settings set to null at end, as per the msdn */
5925 static HRESULT WINAPI IWineD3DDeviceImpl_DrawIndexedPrimitiveUP(IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType,
5926 UINT MinVertexIndex, UINT NumVertices,
5927 UINT PrimitiveCount, CONST void* pIndexData,
5928 WINED3DFORMAT IndexDataFormat,CONST void* pVertexStreamZeroData,
5929 UINT VertexStreamZeroStride) {
5931 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5933 TRACE("(%p) : Type=(%d,%s), MinVtxIdx=%d, NumVIdx=%d, PCount=%d, pidxdata=%p, IdxFmt=%d, pVtxdata=%p, stride=%d\n",
5934 This, PrimitiveType, debug_d3dprimitivetype(PrimitiveType),
5935 MinVertexIndex, NumVertices, PrimitiveCount, pIndexData,
5936 IndexDataFormat, pVertexStreamZeroData, VertexStreamZeroStride);
5938 if (IndexDataFormat == WINED3DFMT_INDEX16) {
5944 /* release the stream and index data */
5945 if (This->stateBlock->streamSource[0] != NULL) {
5946 IWineD3DVertexBuffer_Release(This->stateBlock->streamSource[0]);
5948 if (This->stateBlock->pIndexData) {
5949 IWineD3DIndexBuffer_Release(This->stateBlock->pIndexData);
5952 /* Note in the following, it's not this type, but that's the purpose of streamIsUP */
5953 This->stateBlock->streamSource[0] = (IWineD3DVertexBuffer *)pVertexStreamZeroData;
5954 This->stateBlock->streamIsUP = TRUE;
5955 This->stateBlock->streamStride[0] = VertexStreamZeroStride;
5957 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0 /* vertexStart */, NumVertices, 0 /* indxStart */, idxStride, pIndexData, MinVertexIndex, NULL);
5959 /* MSDN specifies stream zero settings and index buffer must be set to NULL */
5960 This->stateBlock->streamSource[0] = NULL;
5961 This->stateBlock->streamStride[0] = 0;
5962 This->stateBlock->pIndexData = NULL;
5967 static HRESULT WINAPI IWineD3DDeviceImpl_DrawPrimitiveStrided (IWineD3DDevice *iface, WINED3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, WineDirect3DVertexStridedData *DrawPrimStrideData) {
5969 drawPrimitive(iface, PrimitiveType, PrimitiveCount, 0, 0, 0, 0, NULL, 0, DrawPrimStrideData);
5972 /* Yet another way to update a texture, some apps use this to load default textures instead of using surface/texture lock/unlock */
5973 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateTexture (IWineD3DDevice *iface, IWineD3DBaseTexture *pSourceTexture, IWineD3DBaseTexture *pDestinationTexture){
5974 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
5975 HRESULT hr = WINED3D_OK;
5976 WINED3DRESOURCETYPE sourceType;
5977 WINED3DRESOURCETYPE destinationType;
5980 /* TODO: think about moving the code into IWineD3DBaseTexture */
5982 TRACE("(%p) Source %p Destination %p\n", This, pSourceTexture, pDestinationTexture);
5984 /* verify that the source and destination textures aren't NULL */
5985 if (NULL == pSourceTexture || NULL == pDestinationTexture) {
5986 WARN("(%p) : source (%p) and destination (%p) textures must not be NULL, returning WINED3DERR_INVALIDCALL\n",
5987 This, pSourceTexture, pDestinationTexture);
5988 hr = WINED3DERR_INVALIDCALL;
5991 if (pSourceTexture == pDestinationTexture) {
5992 WARN("(%p) : source (%p) and destination (%p) textures must be different, returning WINED3DERR_INVALIDCALL\n",
5993 This, pSourceTexture, pDestinationTexture);
5994 hr = WINED3DERR_INVALIDCALL;
5996 /* Verify that the source and destination textures are the same type */
5997 sourceType = IWineD3DBaseTexture_GetType(pSourceTexture);
5998 destinationType = IWineD3DBaseTexture_GetType(pDestinationTexture);
6000 if (sourceType != destinationType) {
6001 WARN("(%p) Sorce and destination types must match, returning WINED3DERR_INVALIDCALL\n",
6003 hr = WINED3DERR_INVALIDCALL;
6006 /* check that both textures have the identical numbers of levels */
6007 if (IWineD3DBaseTexture_GetLevelCount(pDestinationTexture) != IWineD3DBaseTexture_GetLevelCount(pSourceTexture)) {
6008 WARN("(%p) : source (%p) and destination (%p) textures must have identicle numbers of levels, returning WINED3DERR_INVALIDCALL\n", This, pSourceTexture, pDestinationTexture);
6009 hr = WINED3DERR_INVALIDCALL;
6012 if (WINED3D_OK == hr) {
6014 /* Make sure that the destination texture is loaded */
6015 IWineD3DBaseTexture_PreLoad(pDestinationTexture);
6017 /* Update every surface level of the texture */
6018 levels = IWineD3DBaseTexture_GetLevelCount(pDestinationTexture);
6020 switch (sourceType) {
6021 case WINED3DRTYPE_TEXTURE:
6023 IWineD3DSurface *srcSurface;
6024 IWineD3DSurface *destSurface;
6026 for (i = 0 ; i < levels ; ++i) {
6027 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pSourceTexture, i, &srcSurface);
6028 IWineD3DTexture_GetSurfaceLevel((IWineD3DTexture *)pDestinationTexture, i, &destSurface);
6029 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6030 IWineD3DSurface_Release(srcSurface);
6031 IWineD3DSurface_Release(destSurface);
6032 if (WINED3D_OK != hr) {
6033 WARN("(%p) : Call to update surface failed\n", This);
6039 case WINED3DRTYPE_CUBETEXTURE:
6041 IWineD3DSurface *srcSurface;
6042 IWineD3DSurface *destSurface;
6043 WINED3DCUBEMAP_FACES faceType;
6045 for (i = 0 ; i < levels ; ++i) {
6046 /* Update each cube face */
6047 for (faceType = WINED3DCUBEMAP_FACE_POSITIVE_X; faceType <= WINED3DCUBEMAP_FACE_NEGATIVE_Z; ++faceType){
6048 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pSourceTexture, faceType, i, &srcSurface);
6049 if (WINED3D_OK != hr) {
6050 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6052 TRACE("Got srcSurface %p\n", srcSurface);
6054 hr = IWineD3DCubeTexture_GetCubeMapSurface((IWineD3DCubeTexture *)pDestinationTexture, faceType, i, &destSurface);
6055 if (WINED3D_OK != hr) {
6056 FIXME("(%p) : Failed to get src cube surface facetype %d, level %d\n", This, faceType, i);
6058 TRACE("Got desrSurface %p\n", destSurface);
6060 hr = IWineD3DDevice_UpdateSurface(iface, srcSurface, NULL, destSurface, NULL);
6061 IWineD3DSurface_Release(srcSurface);
6062 IWineD3DSurface_Release(destSurface);
6063 if (WINED3D_OK != hr) {
6064 WARN("(%p) : Call to update surface failed\n", This);
6071 #if 0 /* TODO: Add support for volume textures */
6072 case WINED3DRTYPE_VOLUMETEXTURE:
6074 IWineD3DVolume srcVolume = NULL;
6075 IWineD3DSurface destVolume = NULL;
6077 for (i = 0 ; i < levels ; ++i) {
6078 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pSourceTexture, i, &srcVolume);
6079 IWineD3DVolumeTexture_GetVolume((IWineD3DVolumeTexture *)pDestinationTexture, i, &destVolume);
6080 hr = IWineD3DFoo_UpdateVolume(iface, srcVolume, NULL, destVolume, NULL);
6081 IWineD3DVolume_Release(srcSurface);
6082 IWineD3DVolume_Release(destSurface);
6083 if (WINED3D_OK != hr) {
6084 WARN("(%p) : Call to update volume failed\n", This);
6092 FIXME("(%p) : Unsupported source and destination type\n", This);
6093 hr = WINED3DERR_INVALIDCALL;
6100 static HRESULT WINAPI IWineD3DDeviceImpl_StretchRect(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface,
6101 CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface,
6102 CONST RECT* pDestRect, WINED3DTEXTUREFILTERTYPE Filter) {
6103 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6105 TRACE("(%p) : stub\n", This);
6108 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTargetData(IWineD3DDevice *iface, IWineD3DSurface *pRenderTarget, IWineD3DSurface *pSurface) {
6109 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6110 /** TODO: remove remove casts to IWineD3DSurfaceImpl *
6111 * NOTE It may be best to move the code into surface to occomplish this
6112 ****************************************/
6114 WINED3DSURFACE_DESC surfaceDesc;
6115 unsigned int surfaceWidth, surfaceHeight;
6116 glDescriptor *targetGlDescription = NULL;
6117 glDescriptor *surfaceGlDescription = NULL;
6118 IWineD3DSwapChainImpl *container = NULL;
6120 IWineD3DSurface_GetGlDesc(pRenderTarget, &targetGlDescription);
6121 IWineD3DSurface_GetGlDesc(pSurface, &surfaceGlDescription);
6122 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6124 surfaceDesc.Width = &surfaceWidth;
6125 surfaceDesc.Height = &surfaceHeight;
6126 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6127 /* check to see if it's the backbuffer or the frontbuffer being requested (to make sure the data is up to date)*/
6129 /* Ok, I may need to setup some kind of active swapchain reference on the device */
6130 IWineD3DSurface_GetContainer(pRenderTarget, &IID_IWineD3DSwapChain, (void **)&container);
6132 /* TODO: opengl Context switching for swapchains etc... */
6133 if (NULL != container || pRenderTarget == This->renderTarget || pRenderTarget == This->depthStencilBuffer) {
6134 if (NULL != container && (pRenderTarget == container->backBuffer[0])) {
6135 glReadBuffer(GL_BACK);
6136 vcheckGLcall("glReadBuffer(GL_BACK)");
6137 } else if ((NULL != container && (pRenderTarget == container->frontBuffer)) || (pRenderTarget == This->renderTarget)) {
6138 glReadBuffer(GL_FRONT);
6139 vcheckGLcall("glReadBuffer(GL_FRONT)");
6140 } else if (pRenderTarget == This->depthStencilBuffer) {
6141 FIXME("Reading of depthstencil not yet supported\n");
6148 surfaceGlDescription->glFormat,
6149 surfaceGlDescription->glType,
6150 (void *)IWineD3DSurface_GetData(pSurface));
6151 vcheckGLcall("glReadPixels(...)");
6152 if(NULL != container ){
6153 IWineD3DSwapChain_Release((IWineD3DSwapChain*) container);
6156 IWineD3DBaseTexture *container;
6157 GLenum textureDimensions = GL_TEXTURE_2D;
6159 if (WINED3D_OK == IWineD3DSurface_GetContainer(pSurface, &IID_IWineD3DBaseTexture, (void **)&container)) {
6160 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(container);
6161 IWineD3DBaseTexture_Release(container);
6163 /* TODO: 2D -> Cube surface coppies etc.. */
6164 if (surfaceGlDescription->target != textureDimensions) {
6165 FIXME("(%p) : Texture dimension mismatch\n", This);
6167 glEnable(textureDimensions);
6168 vcheckGLcall("glEnable(GL_TEXTURE_...)");
6169 /* FIXME: this isn't correct, it need to add a dirty rect if nothing else... */
6170 glBindTexture(targetGlDescription->target, targetGlDescription->textureName);
6171 vcheckGLcall("glBindTexture");
6172 glGetTexImage(surfaceGlDescription->target,
6173 surfaceGlDescription->level,
6174 surfaceGlDescription->glFormat,
6175 surfaceGlDescription->glType,
6176 (void *)IWineD3DSurface_GetData(pSurface));
6177 glDisable(textureDimensions);
6178 vcheckGLcall("glDisable(GL_TEXTURE_...)");
6185 static HRESULT WINAPI IWineD3DDeviceImpl_GetFrontBufferData(IWineD3DDevice *iface,UINT iSwapChain, IWineD3DSurface *pDestSurface) {
6186 IWineD3DSwapChain *swapChain;
6188 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6189 if(hr == WINED3D_OK) {
6190 hr = IWineD3DSwapChain_GetFrontBufferData(swapChain, pDestSurface);
6191 IWineD3DSwapChain_Release(swapChain);
6196 static HRESULT WINAPI IWineD3DDeviceImpl_ValidateDevice(IWineD3DDevice *iface, DWORD* pNumPasses) {
6197 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6198 /* return a sensible default */
6200 /* TODO: If the window is minimized then validate device should return something other than WINED3D_OK */
6201 FIXME("(%p) : stub\n", This);
6205 static HRESULT WINAPI IWineD3DDeviceImpl_SetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, CONST PALETTEENTRY* pEntries) {
6206 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6208 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6209 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6210 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6211 return WINED3DERR_INVALIDCALL;
6213 for (j = 0; j < 256; ++j) {
6214 This->palettes[PaletteNumber][j].peRed = pEntries[j].peRed;
6215 This->palettes[PaletteNumber][j].peGreen = pEntries[j].peGreen;
6216 This->palettes[PaletteNumber][j].peBlue = pEntries[j].peBlue;
6217 This->palettes[PaletteNumber][j].peFlags = pEntries[j].peFlags;
6219 TRACE("(%p) : returning\n", This);
6223 static HRESULT WINAPI IWineD3DDeviceImpl_GetPaletteEntries(IWineD3DDevice *iface, UINT PaletteNumber, PALETTEENTRY* pEntries) {
6224 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6226 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6227 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6228 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6229 return WINED3DERR_INVALIDCALL;
6231 for (j = 0; j < 256; ++j) {
6232 pEntries[j].peRed = This->palettes[PaletteNumber][j].peRed;
6233 pEntries[j].peGreen = This->palettes[PaletteNumber][j].peGreen;
6234 pEntries[j].peBlue = This->palettes[PaletteNumber][j].peBlue;
6235 pEntries[j].peFlags = This->palettes[PaletteNumber][j].peFlags;
6237 TRACE("(%p) : returning\n", This);
6241 static HRESULT WINAPI IWineD3DDeviceImpl_SetCurrentTexturePalette(IWineD3DDevice *iface, UINT PaletteNumber) {
6242 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6243 TRACE("(%p) : PaletteNumber %u\n", This, PaletteNumber);
6244 if ( PaletteNumber < 0 || PaletteNumber >= MAX_PALETTES) {
6245 WARN("(%p) : (%u) Out of range 0-%u, returning Invalid Call\n", This, PaletteNumber, MAX_PALETTES);
6246 return WINED3DERR_INVALIDCALL;
6248 /*TODO: stateblocks */
6249 This->currentPalette = PaletteNumber;
6250 TRACE("(%p) : returning\n", This);
6254 static HRESULT WINAPI IWineD3DDeviceImpl_GetCurrentTexturePalette(IWineD3DDevice *iface, UINT* PaletteNumber) {
6255 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6256 if (PaletteNumber == NULL) {
6257 WARN("(%p) : returning Invalid Call\n", This);
6258 return WINED3DERR_INVALIDCALL;
6260 /*TODO: stateblocks */
6261 *PaletteNumber = This->currentPalette;
6262 TRACE("(%p) : returning %u\n", This, *PaletteNumber);
6266 static HRESULT WINAPI IWineD3DDeviceImpl_SetSoftwareVertexProcessing(IWineD3DDevice *iface, BOOL bSoftware) {
6267 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6268 static BOOL showFixmes = TRUE;
6270 FIXME("(%p) : stub\n", This);
6274 This->softwareVertexProcessing = bSoftware;
6279 static BOOL WINAPI IWineD3DDeviceImpl_GetSoftwareVertexProcessing(IWineD3DDevice *iface) {
6280 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6281 static BOOL showFixmes = TRUE;
6283 FIXME("(%p) : stub\n", This);
6286 return This->softwareVertexProcessing;
6290 static HRESULT WINAPI IWineD3DDeviceImpl_GetRasterStatus(IWineD3DDevice *iface, UINT iSwapChain, WINED3DRASTER_STATUS* pRasterStatus) {
6291 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6292 IWineD3DSwapChain *swapChain;
6295 TRACE("(%p) : SwapChain %d returning %p\n", This, iSwapChain, pRasterStatus);
6297 hr = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, (IWineD3DSwapChain **)&swapChain);
6298 if(hr == WINED3D_OK){
6299 hr = IWineD3DSwapChain_GetRasterStatus(swapChain, pRasterStatus);
6300 IWineD3DSwapChain_Release(swapChain);
6302 FIXME("(%p) IWineD3DSwapChain_GetRasterStatus returned in error\n", This);
6308 static HRESULT WINAPI IWineD3DDeviceImpl_SetNPatchMode(IWineD3DDevice *iface, float nSegments) {
6309 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6310 static BOOL showfixmes = TRUE;
6311 if(nSegments != 0.0f) {
6313 FIXME("(%p) : stub nSegments(%f)\n", This, nSegments);
6320 static float WINAPI IWineD3DDeviceImpl_GetNPatchMode(IWineD3DDevice *iface) {
6321 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6322 static BOOL showfixmes = TRUE;
6324 FIXME("(%p) : stub returning(%f)\n", This, 0.0f);
6330 static HRESULT WINAPI IWineD3DDeviceImpl_UpdateSurface(IWineD3DDevice *iface, IWineD3DSurface *pSourceSurface, CONST RECT* pSourceRect, IWineD3DSurface *pDestinationSurface, CONST POINT* pDestPoint) {
6331 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6332 /** TODO: remove casts to IWineD3DSurfaceImpl
6333 * NOTE: move code to surface to accomplish this
6334 ****************************************/
6335 IWineD3DSurfaceImpl *pSrcSurface = (IWineD3DSurfaceImpl *)pSourceSurface;
6336 int srcWidth, srcHeight;
6337 unsigned int srcSurfaceWidth, srcSurfaceHeight, destSurfaceWidth, destSurfaceHeight;
6338 WINED3DFORMAT destFormat, srcFormat;
6340 int destLeft, destTop;
6341 WINED3DPOOL srcPool, destPool;
6343 int rowoffset = 0; /* how many bytes to add onto the end of a row to wraparound to the beginning of the next */
6344 glDescriptor *glDescription = NULL;
6345 GLenum textureDimensions = GL_TEXTURE_2D;
6346 IWineD3DBaseTexture *baseTexture;
6348 WINED3DSURFACE_DESC winedesc;
6350 TRACE("(%p) : Source (%p) Rect (%p) Destination (%p) Point(%p)\n", This, pSourceSurface, pSourceRect, pDestinationSurface, pDestPoint);
6351 memset(&winedesc, 0, sizeof(winedesc));
6352 winedesc.Width = &srcSurfaceWidth;
6353 winedesc.Height = &srcSurfaceHeight;
6354 winedesc.Pool = &srcPool;
6355 winedesc.Format = &srcFormat;
6357 IWineD3DSurface_GetDesc(pSourceSurface, &winedesc);
6359 winedesc.Width = &destSurfaceWidth;
6360 winedesc.Height = &destSurfaceHeight;
6361 winedesc.Pool = &destPool;
6362 winedesc.Format = &destFormat;
6363 winedesc.Size = &destSize;
6365 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6367 if(srcPool != WINED3DPOOL_SYSTEMMEM || destPool != WINED3DPOOL_DEFAULT){
6368 WARN("source %p must be SYSTEMMEM and dest %p must be DEFAULT, returning WINED3DERR_INVALIDCALL\n", pSourceSurface, pDestinationSurface);
6369 return WINED3DERR_INVALIDCALL;
6372 if (destFormat == WINED3DFMT_UNKNOWN) {
6373 TRACE("(%p) : Converting destination surface from WINED3DFMT_UNKNOWN to the source format\n", This);
6374 IWineD3DSurface_SetFormat(pDestinationSurface, srcFormat);
6376 /* Get the update surface description */
6377 IWineD3DSurface_GetDesc(pDestinationSurface, &winedesc);
6380 /* Make sure the surface is loaded and up to date */
6381 IWineD3DSurface_PreLoad(pDestinationSurface);
6383 IWineD3DSurface_GetGlDesc(pDestinationSurface, &glDescription);
6387 /* this needs to be done in lines if the sourceRect != the sourceWidth */
6388 srcWidth = pSourceRect ? pSourceRect->right - pSourceRect->left : srcSurfaceWidth;
6389 srcHeight = pSourceRect ? pSourceRect->top - pSourceRect->bottom : srcSurfaceHeight;
6390 destLeft = pDestPoint ? pDestPoint->x : 0;
6391 destTop = pDestPoint ? pDestPoint->y : 0;
6394 /* This function doesn't support compressed textures
6395 the pitch is just bytesPerPixel * width */
6396 if(srcWidth != srcSurfaceWidth || (pSourceRect != NULL && pSourceRect->left != 0) ){
6397 rowoffset = (srcSurfaceWidth - srcWidth) * pSrcSurface->bytesPerPixel;
6398 offset += pSourceRect->left * pSrcSurface->bytesPerPixel;
6399 /* TODO: do we ever get 3bpp?, would a shift and an add be quicker than a mul (well maybe a cycle or two) */
6401 /* TODO DXT formats */
6403 if(pSourceRect != NULL && pSourceRect->top != 0){
6404 offset += pSourceRect->top * srcWidth * pSrcSurface->bytesPerPixel;
6406 TRACE("(%p) glTexSubImage2D, Level %d, left %d, top %d, width %d, height %d , ftm %d, type %d, memory %p\n"
6408 ,glDescription->level
6413 ,glDescription->glFormat
6414 ,glDescription->glType
6415 ,IWineD3DSurface_GetData(pSourceSurface)
6419 if (IWineD3DSurface_GetData(pSourceSurface) == NULL) {
6421 /* need to lock the surface to get the data */
6422 FIXME("Surfaces has no allocated memory, but should be an in memory only surface\n");
6425 /* TODO: Cube and volume support */
6427 /* not a whole row so we have to do it a line at a time */
6430 /* hopefully using pointer addtion will be quicker than using a point + j * rowoffset */
6431 const unsigned char* data =((const unsigned char *)IWineD3DSurface_GetData(pSourceSurface)) + offset;
6433 for(j = destTop ; j < (srcHeight + destTop) ; j++){
6435 glTexSubImage2D(glDescription->target
6436 ,glDescription->level
6441 ,glDescription->glFormat
6442 ,glDescription->glType
6443 ,data /* could be quicker using */
6448 } else { /* Full width, so just write out the whole texture */
6450 if (WINED3DFMT_DXT1 == destFormat ||
6451 WINED3DFMT_DXT2 == destFormat ||
6452 WINED3DFMT_DXT3 == destFormat ||
6453 WINED3DFMT_DXT4 == destFormat ||
6454 WINED3DFMT_DXT5 == destFormat) {
6455 if (GL_SUPPORT(EXT_TEXTURE_COMPRESSION_S3TC)) {
6456 if (destSurfaceHeight != srcHeight || destSurfaceWidth != srcWidth) {
6457 /* FIXME: The easy way to do this is to lock the destination, and copy the bits across */
6458 FIXME("Updating part of a compressed texture is not supported at the moment\n");
6459 } if (destFormat != srcFormat) {
6460 FIXME("Updating mixed format compressed texture is not curretly support\n");
6462 GL_EXTCALL(glCompressedTexImage2DARB)(glDescription->target,
6463 glDescription->level,
6464 glDescription->glFormatInternal,
6469 IWineD3DSurface_GetData(pSourceSurface));
6472 FIXME("Attempting to update a DXT compressed texture without hardware support\n");
6477 if (NP2_REPACK == wined3d_settings.nonpower2_mode) {
6479 /* some applications cannot handle odd pitches returned by soft non-power2, so we have
6480 to repack the data from pow2Width/Height to expected Width,Height, this makes the
6481 data returned by GetData non-power2 width/height with hardware non-power2
6482 pow2Width/height are set to surface width height, repacking isn't needed so it
6483 doesn't matter which function gets called. */
6484 glTexSubImage2D(glDescription->target
6485 ,glDescription->level
6490 ,glDescription->glFormat
6491 ,glDescription->glType
6492 ,IWineD3DSurface_GetData(pSourceSurface)
6496 /* not repacked, the data returned by IWineD3DSurface_GetData is pow2Width x pow2Height */
6497 glTexSubImage2D(glDescription->target
6498 ,glDescription->level
6501 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Width
6502 ,((IWineD3DSurfaceImpl *)pSourceSurface)->pow2Height
6503 ,glDescription->glFormat
6504 ,glDescription->glType
6505 ,IWineD3DSurface_GetData(pSourceSurface)
6511 checkGLcall("glTexSubImage2D");
6512 ((IWineD3DSurfaceImpl *)pDestinationSurface)->Flags |= SFLAG_GLDIRTY;
6514 /* I only need to look up baseTexture here, so it may be a good idea to hava a GL_TARGET ->
6515 * GL_DIMENSIONS lookup, or maybe store the dimensions on the surface (but that's making the
6516 * surface bigger than it needs to be hmm.. */
6517 if (WINED3D_OK == IWineD3DSurface_GetContainer(pDestinationSurface, &IID_IWineD3DBaseTexture, (void **)&baseTexture)) {
6518 textureDimensions = IWineD3DBaseTexture_GetTextureDimensions(baseTexture);
6519 IWineD3DBaseTexture_Release(baseTexture);
6522 glDisable(textureDimensions); /* This needs to be managed better.... */
6528 /* Implementation details at http://developer.nvidia.com/attach/6494
6530 http://oss.sgi.com/projects/ogl-sample/registry/NV/evaluators.txt
6531 hmm.. no longer supported use
6532 OpenGL evaluators or tessellate surfaces within your application.
6535 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawRectPatch.asp */
6536 static HRESULT WINAPI IWineD3DDeviceImpl_DrawRectPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DRECTPATCH_INFO* pRectPatchInfo) {
6537 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6538 TRACE("(%p) Handle(%d) noSegs(%p) rectpatch(%p)\n", This, Handle, pNumSegs, pRectPatchInfo);
6539 FIXME("(%p) : Stub\n", This);
6544 /* http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/reference/d3d/interfaces/idirect3ddevice9/DrawTriPatch.asp */
6545 static HRESULT WINAPI IWineD3DDeviceImpl_DrawTriPatch(IWineD3DDevice *iface, UINT Handle, CONST float* pNumSegs, CONST WINED3DTRIPATCH_INFO* pTriPatchInfo) {
6546 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6547 TRACE("(%p) Handle(%d) noSegs(%p) tripatch(%p)\n", This, Handle, pNumSegs, pTriPatchInfo);
6548 FIXME("(%p) : Stub\n", This);
6552 static HRESULT WINAPI IWineD3DDeviceImpl_DeletePatch(IWineD3DDevice *iface, UINT Handle) {
6553 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6554 TRACE("(%p) Handle(%d)\n", This, Handle);
6555 FIXME("(%p) : Stub\n", This);
6559 static HRESULT WINAPI IWineD3DDeviceImpl_ColorFill(IWineD3DDevice *iface, IWineD3DSurface *pSurface, CONST WINED3DRECT* pRect, WINED3DCOLOR color) {
6560 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
6561 IWineD3DSurfaceImpl *surface = (IWineD3DSurfaceImpl *) pSurface;
6563 TRACE("(%p) Colour fill Surface: %p rect: %p color: %d\n", This, pSurface, pRect, color);
6565 if (surface->resource.pool != WINED3DPOOL_DEFAULT && surface->resource.pool != WINED3DPOOL_SYSTEMMEM) {
6566 FIXME("call to colorfill with non WINED3DPOOL_DEFAULT or WINED3DPOOL_SYSTEMMEM surface\n");
6567 return WINED3DERR_INVALIDCALL;
6570 /* Just forward this to the DirectDraw blitting engine */
6571 memset(&BltFx, 0, sizeof(BltFx));
6572 BltFx.dwSize = sizeof(BltFx);
6573 BltFx.u5.dwFillColor = color;
6574 return IWineD3DSurface_Blt(pSurface, (RECT *) pRect, NULL, NULL, DDBLT_COLORFILL, &BltFx);
6577 /* rendertarget and deptth stencil functions */
6578 static HRESULT WINAPI IWineD3DDeviceImpl_GetRenderTarget(IWineD3DDevice* iface,DWORD RenderTargetIndex, IWineD3DSurface **ppRenderTarget) {
6579 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6581 /* FIXME: Implelent RenderTargetIndex >0 */
6582 if(RenderTargetIndex > 0)
6583 FIXME("(%p) : RenderTargetIndex %d >0 not currently supported\n", This, RenderTargetIndex);
6585 *ppRenderTarget = This->renderTarget;
6586 TRACE("(%p) : RenderTarget %d Index returning %p\n", This, RenderTargetIndex, *ppRenderTarget);
6587 /* Note inc ref on returned surface */
6588 if(*ppRenderTarget != NULL)
6589 IWineD3DSurface_AddRef(*ppRenderTarget);
6593 static HRESULT WINAPI IWineD3DDeviceImpl_SetFrontBackBuffers(IWineD3DDevice *iface, IWineD3DSurface *Front, IWineD3DSurface *Back) {
6594 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6595 IWineD3DSurfaceImpl *FrontImpl = (IWineD3DSurfaceImpl *) Front;
6596 IWineD3DSurfaceImpl *BackImpl = (IWineD3DSurfaceImpl *) Back;
6597 IWineD3DSwapChainImpl *Swapchain;
6600 TRACE("(%p)->(%p,%p)\n", This, FrontImpl, BackImpl);
6602 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &Swapchain);
6603 if(hr != WINED3D_OK) {
6604 ERR("Can't get the swapchain\n");
6608 /* Make sure to release the swapchain */
6609 IWineD3DSwapChain_Release((IWineD3DSwapChain *) Swapchain);
6611 if(FrontImpl && !(FrontImpl->resource.usage & WINED3DUSAGE_RENDERTARGET) ) {
6612 ERR("Trying to set a front buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6613 return WINED3DERR_INVALIDCALL;
6615 else if(BackImpl && !(BackImpl->resource.usage & WINED3DUSAGE_RENDERTARGET)) {
6616 ERR("Trying to set a back buffer which doesn't have WINED3DUSAGE_RENDERTARGET usage\n");
6617 return WINED3DERR_INVALIDCALL;
6620 if(Swapchain->frontBuffer != Front) {
6621 TRACE("Changing the front buffer from %p to %p\n", Swapchain->frontBuffer, Front);
6623 if(Swapchain->frontBuffer)
6624 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, NULL);
6625 Swapchain->frontBuffer = Front;
6627 if(Swapchain->frontBuffer) {
6628 IWineD3DSurface_SetContainer(Swapchain->frontBuffer, (IWineD3DBase *) Swapchain);
6632 if(Back && !Swapchain->backBuffer) {
6633 /* We need memory for the back buffer array - only one back buffer this way */
6634 Swapchain->backBuffer = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(IWineD3DSurface *));
6635 if(!Swapchain->backBuffer) {
6636 ERR("Out of memory\n");
6637 return E_OUTOFMEMORY;
6641 if(Swapchain->backBuffer[0] != Back) {
6642 TRACE("Changing the back buffer from %p to %p\n", Swapchain->backBuffer, Back);
6644 if(!Swapchain->backBuffer[0]) {
6645 /* GL was told to draw to the front buffer at creation,
6648 glDrawBuffer(GL_BACK);
6649 checkGLcall("glDrawBuffer(GL_BACK)");
6650 /* Set the backbuffer count to 1 because other code uses it to fing the back buffers */
6651 Swapchain->presentParms.BackBufferCount = 1;
6653 /* That makes problems - disable for now */
6654 /* glDrawBuffer(GL_FRONT); */
6655 checkGLcall("glDrawBuffer(GL_FRONT)");
6656 /* We have lost our back buffer, set this to 0 to avoid confusing other code */
6657 Swapchain->presentParms.BackBufferCount = 0;
6661 if(Swapchain->backBuffer[0])
6662 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], NULL);
6663 Swapchain->backBuffer[0] = Back;
6665 if(Swapchain->backBuffer[0]) {
6666 IWineD3DSurface_SetContainer(Swapchain->backBuffer[0], (IWineD3DBase *) Swapchain);
6668 HeapFree(GetProcessHeap(), 0, Swapchain->backBuffer);
6676 static HRESULT WINAPI IWineD3DDeviceImpl_GetDepthStencilSurface(IWineD3DDevice* iface, IWineD3DSurface **ppZStencilSurface) {
6677 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6678 *ppZStencilSurface = This->depthStencilBuffer;
6679 TRACE("(%p) : zStencilSurface returning %p\n", This, *ppZStencilSurface);
6681 if(*ppZStencilSurface != NULL) {
6682 /* Note inc ref on returned surface */
6683 IWineD3DSurface_AddRef(*ppZStencilSurface);
6688 static void bind_fbo(IWineD3DDevice *iface) {
6689 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6692 GL_EXTCALL(glGenFramebuffersEXT(1, &This->fbo));
6693 checkGLcall("glGenFramebuffersEXT()");
6695 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, This->fbo));
6696 checkGLcall("glBindFramebuffer()");
6699 /* TODO: Handle stencil attachments */
6700 static void set_depth_stencil_fbo(IWineD3DDevice *iface, IWineD3DSurface *depth_stencil) {
6701 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6702 IWineD3DSurfaceImpl *depth_stencil_impl = (IWineD3DSurfaceImpl *)depth_stencil;
6704 This->depth_copy_state = WINED3D_DCS_NO_COPY;
6708 if (depth_stencil_impl) {
6709 GLenum texttarget, target;
6711 IWineD3DSurface_PreLoad(depth_stencil);
6712 texttarget = depth_stencil_impl->glDescription.target;
6713 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
6715 glBindTexture(target, depth_stencil_impl->glDescription.textureName);
6716 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
6717 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
6718 glTexParameteri(target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE);
6719 glBindTexture(target, 0);
6721 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, texttarget, depth_stencil_impl->glDescription.textureName, 0));
6722 checkGLcall("glFramebufferTexture2DEXT()");
6724 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_ATTACHMENT_EXT, GL_TEXTURE_2D, 0, 0));
6725 checkGLcall("glFramebufferTexture2DEXT()");
6728 if (!This->render_offscreen) {
6729 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6730 checkGLcall("glBindFramebuffer()");
6734 static void set_render_target_fbo(IWineD3DDevice *iface, IWineD3DSurface *render_target) {
6735 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6736 IWineD3DSurfaceImpl *rtimpl = (IWineD3DSurfaceImpl *)render_target;
6738 if (This->render_offscreen) {
6739 GLenum texttarget, target;
6743 IWineD3DSurface_PreLoad(render_target);
6744 texttarget = rtimpl->glDescription.target;
6745 target = texttarget == GL_TEXTURE_2D ? GL_TEXTURE_2D : GL_TEXTURE_CUBE_MAP_ARB;
6747 glBindTexture(target, rtimpl->glDescription.textureName);
6748 glTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
6749 glTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
6750 glBindTexture(target, 0);
6752 GL_EXTCALL(glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT, texttarget, rtimpl->glDescription.textureName, 0));
6753 checkGLcall("glFramebufferTexture2DEXT()");
6755 GL_EXTCALL(glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0));
6756 checkGLcall("glBindFramebuffer()");
6760 /* internal static helper functions */
6761 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
6762 IWineD3DSurface *RenderSurface);
6764 static HRESULT WINAPI IWineD3DDeviceImpl_SetRenderTarget(IWineD3DDevice *iface, DWORD RenderTargetIndex, IWineD3DSurface *pRenderTarget) {
6765 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6766 HRESULT hr = WINED3D_OK;
6767 WINED3DVIEWPORT viewport;
6769 TRACE("(%p) Swapping rendertarget\n",This);
6770 if (RenderTargetIndex > 0) {
6771 FIXME("(%p) Render targets other than the first are not supported\n",This);
6772 RenderTargetIndex = 0;
6775 /* MSDN says that null disables the render target
6776 but a device must always be associated with a render target
6777 nope MSDN says that we return invalid call to a null rendertarget with an index of 0
6779 see http://msdn.microsoft.com/library/default.asp?url=/library/en-us/directx9_c/directx/graphics/programmingguide/AdvancedTopics/PixelPipe/MultipleRenderTarget.asp
6782 if (RenderTargetIndex == 0 && pRenderTarget == NULL) {
6783 FIXME("Trying to set render target 0 to NULL\n");
6784 return WINED3DERR_INVALIDCALL;
6786 /* TODO: replace Impl* usage with interface usage */
6787 if (!((IWineD3DSurfaceImpl *)pRenderTarget)->resource.usage & WINED3DUSAGE_RENDERTARGET) {
6788 FIXME("(%p)Trying to set the render target to a surface(%p) that wasn't created with a usage of WINED3DUSAGE_RENDERTARGET\n",This ,pRenderTarget);
6789 return WINED3DERR_INVALIDCALL;
6791 /** TODO: check that the depth stencil format matches the render target, this is only done in debug
6792 * builds, but I think wine counts as a 'debug' build for now.
6793 ******************************/
6794 /* If we are trying to set what we already have, don't bother */
6795 if (pRenderTarget == This->renderTarget) {
6796 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6798 /* Otherwise, set the render target up */
6800 if (!This->sceneEnded) {
6801 IWineD3DDevice_EndScene(iface);
6803 TRACE("clearing renderer\n");
6804 /* IWineD3DDeviceImpl_CleanRender(iface); */
6805 /* OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6806 depending on the renter target implementation being used.
6807 A shared context implementation will share all buffers between all rendertargets (including swapchains),
6808 implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6809 stencil buffer and incure an extra memory overhead */
6810 hr = IWineD3DDeviceImpl_ActiveRender(iface, pRenderTarget);
6811 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6812 set_render_target_fbo(iface, pRenderTarget);
6816 if (SUCCEEDED(hr)) {
6817 /* Finally, reset the viewport as the MSDN states. */
6818 /* TODO: Replace impl usage */
6819 viewport.Height = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Height;
6820 viewport.Width = ((IWineD3DSurfaceImpl *)This->renderTarget)->currentDesc.Width;
6823 viewport.MaxZ = 1.0f;
6824 viewport.MinZ = 0.0f;
6825 IWineD3DDeviceImpl_SetViewport(iface, &viewport);
6827 FIXME("Unknown error setting the render target\n");
6829 This->sceneEnded = FALSE;
6833 static HRESULT WINAPI IWineD3DDeviceImpl_SetDepthStencilSurface(IWineD3DDevice *iface, IWineD3DSurface *pNewZStencil) {
6834 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6835 HRESULT hr = WINED3D_OK;
6836 IWineD3DSurface *tmp;
6838 TRACE("(%p) Swapping z-buffer\n",This);
6840 if (pNewZStencil == This->stencilBufferTarget) {
6841 TRACE("Trying to do a NOP SetRenderTarget operation\n");
6843 /** OpenGL doesn't support 'sharing' of the stencilBuffer so we may incure an extra memory overhead
6844 * depending on the renter target implementation being used.
6845 * A shared context implementation will share all buffers between all rendertargets (including swapchains),
6846 * implementations that use separate pbuffers for different swapchains or rendertargets will have to duplicate the
6847 * stencil buffer and incure an extra memory overhead
6848 ******************************************************/
6851 tmp = This->stencilBufferTarget;
6852 This->stencilBufferTarget = pNewZStencil;
6853 /* should we be calling the parent or the wined3d surface? */
6854 if (NULL != This->stencilBufferTarget) IWineD3DSurface_AddRef(This->stencilBufferTarget);
6855 if (NULL != tmp) IWineD3DSurface_Release(tmp);
6857 /** TODO: glEnable/glDisable on depth/stencil depending on
6858 * pNewZStencil is NULL and the depth/stencil is enabled in d3d
6859 **********************************************************/
6860 if (wined3d_settings.offscreen_rendering_mode == ORM_FBO) {
6861 set_depth_stencil_fbo(iface, pNewZStencil);
6869 #ifdef GL_VERSION_1_3
6870 /* Internal functions not in DirectX */
6871 /** TODO: move this off to the opengl context manager
6872 *(the swapchain doesn't need to know anything about offscreen rendering!)
6873 ****************************************************/
6875 static HRESULT WINAPI IWineD3DDeviceImpl_CleanRender(IWineD3DDevice* iface, IWineD3DSwapChainImpl *swapchain)
6877 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6879 TRACE("(%p), %p\n", This, swapchain);
6881 if (swapchain->win != swapchain->drawable) {
6882 /* Set everything back the way it ws */
6883 swapchain->render_ctx = swapchain->glCtx;
6884 swapchain->drawable = swapchain->win;
6889 /* TODO: move this off into a context manager so that GLX_ATI_render_texture and other types of surface can be used. */
6890 static HRESULT WINAPI IWineD3DDeviceImpl_FindGLContext(IWineD3DDevice *iface, IWineD3DSurface *pSurface, glContext **context) {
6891 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
6894 unsigned int height;
6895 WINED3DFORMAT format;
6896 WINED3DSURFACE_DESC surfaceDesc;
6897 memset(&surfaceDesc, 0, sizeof(surfaceDesc));
6898 surfaceDesc.Width = &width;
6899 surfaceDesc.Height = &height;
6900 surfaceDesc.Format = &format;
6901 IWineD3DSurface_GetDesc(pSurface, &surfaceDesc);
6903 /* I need a get width/height function (and should do something with the format) */
6904 for (i = 0; i < CONTEXT_CACHE; ++i) {
6905 /** NOTE: the contextCache[i].pSurface == pSurface check ceates onepbuffer per surface
6906 ATI cards don't destroy pbuffers, but as soon as resource releasing callbacks are inplace
6907 the pSurface can be set to 0 allowing it to be reused from cache **/
6908 if (This->contextCache[i].Width == width && This->contextCache[i].Height == height
6909 && (!pbuffer_per_surface || This->contextCache[i].pSurface == pSurface || This->contextCache[i].pSurface == NULL)) {
6910 *context = &This->contextCache[i];
6913 if (This->contextCache[i].Width == 0) {
6914 This->contextCache[i].pSurface = pSurface;
6915 This->contextCache[i].Width = width;
6916 This->contextCache[i].Height = height;
6917 *context = &This->contextCache[i];
6921 if (i == CONTEXT_CACHE) {
6922 int minUsage = 0x7FFFFFFF; /* MAX_INT */
6923 glContext *dropContext = 0;
6924 for (i = 0; i < CONTEXT_CACHE; i++) {
6925 if (This->contextCache[i].usedcount < minUsage) {
6926 dropContext = &This->contextCache[i];
6927 minUsage = This->contextCache[i].usedcount;
6930 /* clean up the context (this doesn't work for ATI at the moment */
6932 glXDestroyContext(swapchain->display, dropContext->context);
6933 glXDestroyPbuffer(swapchain->display, dropContext->drawable);
6936 dropContext->Width = 0;
6937 dropContext->pSurface = pSurface;
6938 *context = dropContext;
6940 if (++This->contextCache[i].usedcount == 0x7FFFFFFF /* MAX_INT */ - 1 ) {
6941 for (i = 0; i < CONTEXT_CACHE; i++) {
6942 This->contextCache[i].usedcount = max(0, This->contextCache[i].usedcount - (0x7FFFFFFF /* MAX_INT */ >> 1));
6946 if (*context != NULL)
6949 return E_OUTOFMEMORY;
6953 /* Reapply the device stateblock */
6954 static void device_reapply_stateblock(IWineD3DDeviceImpl* This) {
6957 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6959 /* Disable recording */
6960 oldUpdateStateBlock = This->updateStateBlock;
6961 oldRecording= This->isRecordingState;
6962 This->isRecordingState = FALSE;
6963 This->updateStateBlock = This->stateBlock;
6965 /* Reapply the state block */
6966 IWineD3DStateBlock_Apply((IWineD3DStateBlock *)This->stateBlock);
6968 /* Restore recording */
6969 This->isRecordingState = oldRecording;
6970 This->updateStateBlock = oldUpdateStateBlock;
6973 /* Set offscreen rendering. When rendering offscreen the surface will be
6974 * rendered upside down to compensate for the fact that D3D texture coordinates
6975 * are flipped compared to GL texture coordinates. The cullmode is affected by
6976 * this, so it must be updated. To update the cullmode stateblock recording has
6977 * to be temporarily disabled. The new state management code will hopefully
6978 * make this unnecessary */
6979 static void device_render_to_texture(IWineD3DDeviceImpl* This, BOOL isTexture) {
6983 IWineD3DStateBlockImpl *oldUpdateStateBlock;
6985 /* Nothing to update, return. */
6986 if (This->render_offscreen == isTexture) return;
6988 /* Disable recording */
6989 oldUpdateStateBlock = This->updateStateBlock;
6990 oldRecording= This->isRecordingState;
6991 This->isRecordingState = FALSE;
6992 This->updateStateBlock = This->stateBlock;
6994 This->render_offscreen = isTexture;
6995 if (This->depth_copy_state != WINED3D_DCS_NO_COPY) {
6996 This->depth_copy_state = WINED3D_DCS_COPY;
6998 This->last_was_rhw = FALSE;
6999 This->proj_valid = FALSE;
7000 IWineD3DDevice_GetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, &cullMode);
7001 IWineD3DDevice_SetRenderState((IWineD3DDevice*) This, WINED3DRS_CULLMODE, cullMode);
7003 /* Restore recording */
7004 This->isRecordingState = oldRecording;
7005 This->updateStateBlock = oldUpdateStateBlock;
7008 /* Returns an array of compatible FBconfig(s).
7009 * The array must be freed with XFree. Requires ENTER_GL() */
7011 static GLXFBConfig* device_find_fbconfigs(
7012 IWineD3DDeviceImpl* This,
7013 IWineD3DSwapChainImpl* implicitSwapchainImpl,
7014 IWineD3DSurface* RenderSurface) {
7016 GLXFBConfig* cfgs = NULL;
7021 IWineD3DSurface *StencilSurface = This->stencilBufferTarget;
7022 WINED3DFORMAT BackBufferFormat = ((IWineD3DSurfaceImpl *) RenderSurface)->resource.format;
7023 WINED3DFORMAT StencilBufferFormat = (NULL != StencilSurface) ? ((IWineD3DSurfaceImpl *) StencilSurface)->resource.format : 0;
7026 if StencilSurface == NULL && zBufferTarget != NULL then switch the zbuffer off,
7027 it StencilSurface != NULL && zBufferTarget == NULL switch it on
7030 #define PUSH1(att) attribs[nAttribs++] = (att);
7031 #define PUSH2(att,value) attribs[nAttribs++] = (att); attribs[nAttribs++] = (value);
7033 /* PUSH2(GLX_BIND_TO_TEXTURE_RGBA_ATI, True); examples of this are few and far between (but I've got a nice working one!)*/
7035 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT);
7036 PUSH2(GLX_X_RENDERABLE, TRUE);
7037 PUSH2(GLX_DOUBLEBUFFER, TRUE);
7038 TRACE("calling makeglcfg\n");
7039 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, FALSE /* alternate */);
7041 TRACE("calling chooseFGConfig\n");
7042 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
7043 DefaultScreen(implicitSwapchainImpl->display),
7046 /* OK we didn't find the exact config, so use any reasonable match */
7047 /* TODO: fill in the 'requested' and 'current' depths, and make sure that's
7049 static BOOL show_message = TRUE;
7051 ERR("Failed to find exact match, finding alternative but you may "
7052 "suffer performance issues, try changing xfree's depth to match the requested depth\n");
7053 show_message = FALSE;
7056 PUSH2(GLX_DRAWABLE_TYPE, GLX_PBUFFER_BIT | GLX_WINDOW_BIT);
7057 /* PUSH2(GLX_X_RENDERABLE, TRUE); */
7058 PUSH2(GLX_RENDER_TYPE, GLX_RGBA_BIT);
7059 PUSH2(GLX_DOUBLEBUFFER, FALSE);
7060 TRACE("calling makeglcfg\n");
7061 D3DFmtMakeGlCfg(BackBufferFormat, StencilBufferFormat, attribs, &nAttribs, TRUE /* alternate */);
7063 cfgs = glXChooseFBConfig(implicitSwapchainImpl->display,
7064 DefaultScreen(implicitSwapchainImpl->display),
7069 ERR("Could not get a valid FBConfig for (%u,%s)/(%u,%s)\n",
7070 BackBufferFormat, debug_d3dformat(BackBufferFormat),
7071 StencilBufferFormat, debug_d3dformat(StencilBufferFormat));
7075 for (i = 0; i < nCfgs; ++i) {
7076 TRACE("for (%u,%s)/(%u,%s) found config[%d]@%p\n", BackBufferFormat,
7077 debug_d3dformat(BackBufferFormat), StencilBufferFormat,
7078 debug_d3dformat(StencilBufferFormat), i, cfgs[i]);
7080 if (NULL != This->renderTarget) {
7082 vcheckGLcall("glFlush");
7083 /** This is only useful if the old render target was a swapchain,
7084 * we need to supercede this with a function that displays
7085 * the current buffer on the screen. This is easy to do in glx1.3 but
7086 * we need to do copy-write pixels in glx 1.2.
7087 ************************************************/
7088 glXSwapBuffers(implicitSwapChainImpl->display,
7089 implicitSwapChainImpl->drawable);
7090 printf("Hit Enter to get next frame ...\n");
7101 /** FIXME: This is currently used called whenever SetRenderTarget or SetStencilBuffer are called
7102 * the functionality needs splitting up so that we don't do more than we should do.
7103 * this only seems to impact performance a little.
7104 ******************************/
7105 static HRESULT WINAPI IWineD3DDeviceImpl_ActiveRender(IWineD3DDevice* iface,
7106 IWineD3DSurface *RenderSurface) {
7109 * Currently only active for GLX >= 1.3
7110 * for others versions we'll have to use GLXPixmaps
7112 * normally we must test GLX_VERSION_1_3 but nvidia headers are not correct
7113 * as they implement GLX 1.3 but only define GLX_VERSION_1_2
7114 * so only check OpenGL version
7115 * ..........................
7116 * I don't believe that it is a problem with NVidia headers,
7117 * XFree only supports GLX1.2, nVidia (and ATI to some extent) provide 1.3 functions
7118 * in GLX 1.2, there is no mention of the correct way to tell if the extensions are provided.
7120 * Your application will report GLX version 1.2 on glXQueryVersion.
7121 * However, it is safe to call the GLX 1.3 functions as described below.
7123 #if defined(GL_VERSION_1_3)
7125 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7126 GLXFBConfig* cfgs = NULL;
7127 IWineD3DSwapChain *currentSwapchain;
7128 IWineD3DSwapChainImpl *currentSwapchainImpl;
7129 IWineD3DSwapChain *implicitSwapchain;
7130 IWineD3DSwapChainImpl *implicitSwapchainImpl;
7131 IWineD3DSwapChain *renderSurfaceSwapchain;
7132 IWineD3DSwapChainImpl *renderSurfaceSwapchainImpl;
7134 /* Obtain a reference to the device implicit swapchain,
7135 * the swapchain of the current render target,
7136 * and the swapchain of the new render target.
7137 * Fallback to device implicit swapchain if the current render target doesn't have one */
7138 IWineD3DDevice_GetSwapChain(iface, 0, &implicitSwapchain);
7139 IWineD3DSurface_GetContainer(RenderSurface, &IID_IWineD3DSwapChain, (void**) &renderSurfaceSwapchain);
7140 IWineD3DSurface_GetContainer(This->renderTarget, &IID_IWineD3DSwapChain, (void **)¤tSwapchain);
7141 if (currentSwapchain == NULL)
7142 IWineD3DDevice_GetSwapChain(iface, 0, ¤tSwapchain);
7144 currentSwapchainImpl = (IWineD3DSwapChainImpl*) currentSwapchain;
7145 implicitSwapchainImpl = (IWineD3DSwapChainImpl*) implicitSwapchain;
7146 renderSurfaceSwapchainImpl = (IWineD3DSwapChainImpl*) renderSurfaceSwapchain;
7151 * TODO: remove the use of IWineD3DSwapChainImpl, a context manager will help since it will replace the
7152 * renderTarget = swapchain->backBuffer[i] bit and anything to do with *glContexts
7153 **********************************************************************/
7154 if (renderSurfaceSwapchain != NULL) {
7156 /* We also need to make sure that the lights &co are also in the context of the swapchains */
7157 /* FIXME: If the render target gets sent to the frontBuffer, should we be presenting it raw? */
7158 TRACE("making swapchain active\n");
7159 if (RenderSurface != This->renderTarget) {
7160 BOOL backbuf = FALSE;
7163 for(i = 0; i < renderSurfaceSwapchainImpl->presentParms.BackBufferCount; i++) {
7164 if(RenderSurface == renderSurfaceSwapchainImpl->backBuffer[i]) {
7172 /* This could be flagged so that some operations work directly with the front buffer */
7173 FIXME("Attempting to set the renderTarget to the frontBuffer\n");
7175 if (glXMakeCurrent(renderSurfaceSwapchainImpl->display,
7176 renderSurfaceSwapchainImpl->win,
7177 renderSurfaceSwapchainImpl->glCtx) == False) {
7179 TRACE("Error in setting current context: context %p drawable %ld !\n",
7180 implicitSwapchainImpl->glCtx, implicitSwapchainImpl->win);
7182 checkGLcall("glXMakeContextCurrent");
7184 /* Clean up the old context */
7185 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
7187 /* Reapply the stateblock, and set the device not to render to texture */
7188 device_reapply_stateblock(This);
7189 device_render_to_texture(This, FALSE);
7192 /* Offscreen rendering: PBuffers (currently disabled).
7193 * Also note that this path is never reached if FBOs are supported */
7194 } else if (wined3d_settings.offscreen_rendering_mode == ORM_PBUFFER &&
7195 (cfgs = device_find_fbconfigs(This, implicitSwapchainImpl, RenderSurface)) != NULL) {
7197 /** ********************************************************************
7198 * This is a quickly hacked out implementation of offscreen textures.
7199 * It will work in most cases but there may be problems if the client
7200 * modifies the texture directly, or expects the contents of the rendertarget
7203 * There are some real speed vs compatibility issues here:
7204 * we should really use a new context for every texture, but that eats ram.
7205 * we should also be restoring the texture to the pbuffer but that eats CPU
7206 * we can also 'reuse' the current pbuffer if the size is larger than the requested buffer,
7207 * but if this means reusing the display backbuffer then we need to make sure that
7208 * states are correctly preserved.
7209 * In many cases I would expect that we can 'skip' some functions, such as preserving states,
7210 * and gain a good performance increase at the cost of compatibility.
7211 * I would suggest that, when this is the case, a user configurable flag be made
7212 * available, allowing the user to choose the best emulated experience for them.
7213 *********************************************************************/
7215 XVisualInfo *visinfo;
7216 glContext *newContext;
7218 /* Here were using a shared context model */
7219 if (WINED3D_OK != IWineD3DDeviceImpl_FindGLContext(iface, RenderSurface, &newContext)) {
7220 FIXME("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7223 /* If the context doesn't exist then create a new one */
7224 /* TODO: This should really be part of findGlContext */
7225 if (NULL == newContext->context) {
7230 TRACE("making new buffer\n");
7231 attribs[nAttribs++] = GLX_PBUFFER_WIDTH;
7232 attribs[nAttribs++] = newContext->Width;
7233 attribs[nAttribs++] = GLX_PBUFFER_HEIGHT;
7234 attribs[nAttribs++] = newContext->Height;
7235 attribs[nAttribs++] = None;
7237 newContext->drawable = glXCreatePbuffer(implicitSwapchainImpl->display, cfgs[0], attribs);
7239 /** ****************************************
7240 *GLX1.3 isn't supported by XFree 'yet' until that point ATI emulates pBuffers
7242 * In future releases, we may provide the calls glXCreateNewContext,
7243 * glXQueryDrawable and glXMakeContextCurrent.
7244 * so until then we have to use glXGetVisualFromFBConfig &co..
7245 ********************************************/
7247 visinfo = glXGetVisualFromFBConfig(implicitSwapchainImpl->display, cfgs[0]);
7249 ERR("Error: couldn't get an RGBA, double-buffered visual\n");
7251 newContext->context = glXCreateContext(
7252 implicitSwapchainImpl->display, visinfo,
7253 implicitSwapchainImpl->glCtx, GL_TRUE);
7258 if (NULL == newContext || NULL == newContext->context) {
7259 ERR("(%p) : Failed to find a context for surface %p\n", iface, RenderSurface);
7261 /* Debug logging, (this function leaks), change to a TRACE when the leak is plugged */
7262 if (glXMakeCurrent(implicitSwapchainImpl->display,
7263 newContext->drawable, newContext->context) == False) {
7265 TRACE("Error in setting current context: context %p drawable %ld\n",
7266 newContext->context, newContext->drawable);
7268 checkGLcall("glXMakeContextCurrent");
7270 /* Clean up the old context */
7271 IWineD3DDeviceImpl_CleanRender(iface, currentSwapchainImpl);
7273 /* Reapply stateblock, and set device to render to a texture */
7274 device_reapply_stateblock(This);
7275 device_render_to_texture(This, TRUE);
7277 /* Set the current context of the swapchain to the new context */
7278 implicitSwapchainImpl->drawable = newContext->drawable;
7279 implicitSwapchainImpl->render_ctx = newContext->context;
7282 /* Same context, but update render_offscreen and cull mode */
7283 device_render_to_texture(This, TRUE);
7286 /* Replace the render target */
7287 if (This->renderTarget != RenderSurface) {
7288 IWineD3DSurface_Release(This->renderTarget);
7289 This->renderTarget = RenderSurface;
7290 IWineD3DSurface_AddRef(RenderSurface);
7293 if (cfgs != NULL) XFree(cfgs);
7294 if (implicitSwapchain != NULL) IWineD3DSwapChain_Release(implicitSwapchain);
7295 if (currentSwapchain != NULL) IWineD3DSwapChain_Release(currentSwapchain);
7296 if (renderSurfaceSwapchain != NULL) IWineD3DSwapChain_Release(renderSurfaceSwapchain);
7302 static HRESULT WINAPI IWineD3DDeviceImpl_SetCursorProperties(IWineD3DDevice* iface, UINT XHotSpot,
7303 UINT YHotSpot, IWineD3DSurface *pCursorBitmap) {
7304 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7305 /* TODO: the use of Impl is deprecated. */
7306 IWineD3DSurfaceImpl * pSur = (IWineD3DSurfaceImpl *) pCursorBitmap;
7308 TRACE("(%p) : Spot Pos(%u,%u)\n", This, XHotSpot, YHotSpot);
7310 /* some basic validation checks */
7311 if(This->cursorTexture) {
7313 glDeleteTextures(1, &This->cursorTexture);
7315 This->cursorTexture = 0;
7319 /* MSDN: Cursor must be A8R8G8B8 */
7320 if (WINED3DFMT_A8R8G8B8 != pSur->resource.format) {
7321 ERR("(%p) : surface(%p) has an invalid format\n", This, pCursorBitmap);
7322 return WINED3DERR_INVALIDCALL;
7325 /* MSDN: Cursor must be smaller than the display mode */
7326 if(pSur->currentDesc.Width > This->ddraw_width ||
7327 pSur->currentDesc.Height > This->ddraw_height) {
7328 ERR("(%p) : Surface(%p) is %dx%d pixels, but screen res is %dx%d\n", This, pSur, pSur->currentDesc.Width, pSur->currentDesc.Height, This->ddraw_width, This->ddraw_height);
7329 return WINED3DERR_INVALIDCALL;
7332 /* TODO: MSDN: Cursor sizes must be a power of 2 */
7333 /* This is to tell our texture code to load a SCRATCH surface. This allows us to use out
7334 * Texture and Blitting code to draw the cursor
7336 pSur->Flags |= SFLAG_FORCELOAD;
7337 IWineD3DSurface_PreLoad(pCursorBitmap);
7338 pSur->Flags &= ~SFLAG_FORCELOAD;
7339 /* Do not store the surface's pointer because the application may release
7340 * it after setting the cursor image. Windows doesn't addref the set surface, so we can't
7341 * do this either without creating circular refcount dependencies. Copy out the gl texture instead.
7343 This->cursorTexture = pSur->glDescription.textureName;
7344 This->cursorWidth = pSur->currentDesc.Width;
7345 This->cursorHeight = pSur->currentDesc.Height;
7346 pSur->glDescription.textureName = 0; /* Prevent the texture from being changed or deleted */
7349 This->xHotSpot = XHotSpot;
7350 This->yHotSpot = YHotSpot;
7354 static void WINAPI IWineD3DDeviceImpl_SetCursorPosition(IWineD3DDevice* iface, int XScreenSpace, int YScreenSpace, DWORD Flags) {
7355 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7356 TRACE("(%p) : SetPos to (%u,%u)\n", This, XScreenSpace, YScreenSpace);
7358 This->xScreenSpace = XScreenSpace;
7359 This->yScreenSpace = YScreenSpace;
7365 static BOOL WINAPI IWineD3DDeviceImpl_ShowCursor(IWineD3DDevice* iface, BOOL bShow) {
7366 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7367 BOOL oldVisible = This->bCursorVisible;
7368 TRACE("(%p) : visible(%d)\n", This, bShow);
7370 if(This->cursorTexture)
7371 This->bCursorVisible = bShow;
7376 static HRESULT WINAPI IWineD3DDeviceImpl_TestCooperativeLevel(IWineD3DDevice* iface) {
7377 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7378 TRACE("(%p) : state (%u)\n", This, This->state);
7379 /* TODO: Implement wrapping of the WndProc so that mimimize and maxamise can be monitored and the states adjusted. */
7380 switch (This->state) {
7383 case WINED3DERR_DEVICELOST:
7385 ResourceList *resourceList = This->resources;
7386 while (NULL != resourceList) {
7387 if (((IWineD3DResourceImpl *)resourceList->resource)->resource.pool == WINED3DPOOL_DEFAULT /* TODO: IWineD3DResource_GetPool(resourceList->resource)*/)
7388 return WINED3DERR_DEVICENOTRESET;
7389 resourceList = resourceList->next;
7391 return WINED3DERR_DEVICELOST;
7393 case WINED3DERR_DRIVERINTERNALERROR:
7394 return WINED3DERR_DRIVERINTERNALERROR;
7398 return WINED3DERR_DRIVERINTERNALERROR;
7402 static HRESULT WINAPI IWineD3DDeviceImpl_EvictManagedResources(IWineD3DDevice* iface) {
7403 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7404 /** FIXME: Resource tracking needs to be done,
7405 * The closes we can do to this is set the priorities of all managed textures low
7406 * and then reset them.
7407 ***********************************************************/
7408 FIXME("(%p) : stub\n", This);
7412 void updateSurfaceDesc(IWineD3DSurfaceImpl *surface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7413 /* Reallocate proper memory for the front and back buffer and adjust their sizes */
7414 if(surface->Flags & SFLAG_DIBSECTION) {
7415 /* Release the DC */
7416 SelectObject(surface->hDC, surface->dib.holdbitmap);
7417 DeleteDC(surface->hDC);
7418 /* Release the DIB section */
7419 DeleteObject(surface->dib.DIBsection);
7420 surface->dib.bitmap_data = NULL;
7421 surface->resource.allocatedMemory = NULL;
7422 surface->Flags &= ~SFLAG_DIBSECTION;
7424 surface->currentDesc.Width = *pPresentationParameters->BackBufferWidth;
7425 surface->currentDesc.Height = *pPresentationParameters->BackBufferHeight;
7426 if (wined3d_settings.nonpower2_mode == NP2_NATIVE) {
7427 surface->pow2Width = *pPresentationParameters->BackBufferWidth;
7428 surface->pow2Height = *pPresentationParameters->BackBufferHeight;
7430 surface->pow2Width = surface->pow2Height = 1;
7431 while (surface->pow2Width < *pPresentationParameters->BackBufferWidth) surface->pow2Width <<= 1;
7432 while (surface->pow2Height < *pPresentationParameters->BackBufferHeight) surface->pow2Height <<= 1;
7434 if(surface->glDescription.textureName) {
7436 glDeleteTextures(1, &surface->glDescription.textureName);
7438 surface->glDescription.textureName = 0;
7440 if(surface->pow2Width != *pPresentationParameters->BackBufferWidth ||
7441 surface->pow2Height != *pPresentationParameters->BackBufferHeight) {
7442 surface->Flags |= SFLAG_NONPOW2;
7444 surface->Flags &= ~SFLAG_NONPOW2;
7446 HeapFree(GetProcessHeap(), 0, surface->resource.allocatedMemory);
7447 surface->resource.size = IWineD3DSurface_GetPitch((IWineD3DSurface *) surface) * surface->pow2Width;
7450 static HRESULT WINAPI IWineD3DDeviceImpl_Reset(IWineD3DDevice* iface, WINED3DPRESENT_PARAMETERS* pPresentationParameters) {
7451 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7452 IWineD3DSwapChainImpl *swapchain;
7454 BOOL DisplayModeChanged = FALSE;
7455 WINED3DDISPLAYMODE mode;
7456 TRACE("(%p)\n", This);
7458 hr = IWineD3DDevice_GetSwapChain(iface, 0, (IWineD3DSwapChain **) &swapchain);
7460 ERR("Failed to get the first implicit swapchain\n");
7464 /* Is it necessary to recreate the gl context? Actually every setting can be changed
7465 * on an existing gl context, so there's no real need for recreation.
7467 * TODO: Figure out how Reset influences resources in D3DPOOL_DEFAULT, D3DPOOL_SYSTEMMEMORY and D3DPOOL_MANAGED
7469 * TODO: Figure out what happens to explicit swapchains, or if we have more than one implicit swapchain
7471 TRACE("New params:\n");
7472 TRACE("BackBufferWidth = %d\n", *pPresentationParameters->BackBufferWidth);
7473 TRACE("BackBufferHeight = %d\n", *pPresentationParameters->BackBufferHeight);
7474 TRACE("BackBufferFormat = %s\n", debug_d3dformat(*pPresentationParameters->BackBufferFormat));
7475 TRACE("BackBufferCount = %d\n", *pPresentationParameters->BackBufferCount);
7476 TRACE("MultiSampleType = %d\n", *pPresentationParameters->MultiSampleType);
7477 TRACE("MultiSampleQuality = %d\n", *pPresentationParameters->MultiSampleQuality);
7478 TRACE("SwapEffect = %d\n", *pPresentationParameters->SwapEffect);
7479 TRACE("hDeviceWindow = %p\n", *pPresentationParameters->hDeviceWindow);
7480 TRACE("Windowed = %s\n", *pPresentationParameters->Windowed ? "true" : "false");
7481 TRACE("EnableAutoDepthStencil = %s\n", *pPresentationParameters->EnableAutoDepthStencil ? "true" : "false");
7482 TRACE("Flags = %08x\n", *pPresentationParameters->Flags);
7483 TRACE("FullScreen_RefreshRateInHz = %d\n", *pPresentationParameters->FullScreen_RefreshRateInHz);
7484 TRACE("PresentationInterval = %d\n", *pPresentationParameters->PresentationInterval);
7486 /* No special treatment of these parameters. Just store them */
7487 swapchain->presentParms.SwapEffect = *pPresentationParameters->SwapEffect;
7488 swapchain->presentParms.Flags = *pPresentationParameters->Flags;
7489 swapchain->presentParms.PresentationInterval = *pPresentationParameters->PresentationInterval;
7490 swapchain->presentParms.FullScreen_RefreshRateInHz = *pPresentationParameters->FullScreen_RefreshRateInHz;
7492 /* What to do about these? */
7493 if(*pPresentationParameters->BackBufferCount != 0 &&
7494 *pPresentationParameters->BackBufferCount != swapchain->presentParms.BackBufferCount) {
7495 ERR("Cannot change the back buffer count yet\n");
7497 if(*pPresentationParameters->BackBufferFormat != WINED3DFMT_UNKNOWN &&
7498 *pPresentationParameters->BackBufferFormat != swapchain->presentParms.BackBufferFormat) {
7499 ERR("Cannot change the back buffer format yet\n");
7501 if(*pPresentationParameters->hDeviceWindow != NULL &&
7502 *pPresentationParameters->hDeviceWindow != swapchain->presentParms.hDeviceWindow) {
7503 ERR("Cannot change the device window yet\n");
7505 if(*pPresentationParameters->EnableAutoDepthStencil != swapchain->presentParms.EnableAutoDepthStencil) {
7506 ERR("What do do about a changed auto depth stencil parameter?\n");
7509 if(*pPresentationParameters->Windowed) {
7510 mode.Width = swapchain->orig_width;
7511 mode.Height = swapchain->orig_height;
7512 mode.RefreshRate = 0;
7513 mode.Format = swapchain->presentParms.BackBufferFormat;
7515 mode.Width = *pPresentationParameters->BackBufferWidth;
7516 mode.Height = *pPresentationParameters->BackBufferHeight;
7517 mode.RefreshRate = *pPresentationParameters->FullScreen_RefreshRateInHz;
7518 mode.Format = swapchain->presentParms.BackBufferFormat;
7521 /* Should Width == 800 && Height == 0 set 800x600? */
7522 if(*pPresentationParameters->BackBufferWidth != 0 && *pPresentationParameters->BackBufferHeight != 0 &&
7523 (*pPresentationParameters->BackBufferWidth != swapchain->presentParms.BackBufferWidth ||
7524 *pPresentationParameters->BackBufferHeight != swapchain->presentParms.BackBufferHeight))
7531 vp.Width = *pPresentationParameters->BackBufferWidth;
7532 vp.Height = *pPresentationParameters->BackBufferHeight;
7536 if(!*pPresentationParameters->Windowed) {
7537 DisplayModeChanged = TRUE;
7539 swapchain->presentParms.BackBufferWidth = *pPresentationParameters->BackBufferWidth;
7540 swapchain->presentParms.BackBufferHeight = *pPresentationParameters->BackBufferHeight;
7542 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->frontBuffer, pPresentationParameters);
7543 for(i = 0; i < swapchain->presentParms.BackBufferCount; i++) {
7544 updateSurfaceDesc((IWineD3DSurfaceImpl *)swapchain->backBuffer[i], pPresentationParameters);
7547 /* Now set the new viewport */
7548 IWineD3DDevice_SetViewport(iface, &vp);
7551 if((*pPresentationParameters->Windowed && !swapchain->presentParms.Windowed) ||
7552 (swapchain->presentParms.Windowed && !*pPresentationParameters->Windowed) ||
7553 DisplayModeChanged) {
7554 IWineD3DDevice_SetDisplayMode(iface, 0, &mode);
7557 IWineD3DSwapChain_Release((IWineD3DSwapChain *) swapchain);
7561 static HRESULT WINAPI IWineD3DDeviceImpl_SetDialogBoxMode(IWineD3DDevice *iface, BOOL bEnableDialogs) {
7562 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7563 /** FIXME: always true at the moment **/
7564 if(!bEnableDialogs) {
7565 FIXME("(%p) Dialogs cannot be disabled yet\n", This);
7571 static HRESULT WINAPI IWineD3DDeviceImpl_GetCreationParameters(IWineD3DDevice *iface, WINED3DDEVICE_CREATION_PARAMETERS *pParameters) {
7572 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7573 TRACE("(%p) : pParameters %p\n", This, pParameters);
7575 *pParameters = This->createParms;
7579 static void WINAPI IWineD3DDeviceImpl_SetGammaRamp(IWineD3DDevice * iface, UINT iSwapChain, DWORD Flags, CONST WINED3DGAMMARAMP* pRamp) {
7580 IWineD3DSwapChain *swapchain;
7581 HRESULT hrc = WINED3D_OK;
7583 TRACE("Relaying to swapchain\n");
7585 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7586 IWineD3DSwapChain_SetGammaRamp(swapchain, Flags, (WINED3DGAMMARAMP *)pRamp);
7587 IWineD3DSwapChain_Release(swapchain);
7592 static void WINAPI IWineD3DDeviceImpl_GetGammaRamp(IWineD3DDevice *iface, UINT iSwapChain, WINED3DGAMMARAMP* pRamp) {
7593 IWineD3DSwapChain *swapchain;
7594 HRESULT hrc = WINED3D_OK;
7596 TRACE("Relaying to swapchain\n");
7598 if ((hrc = IWineD3DDeviceImpl_GetSwapChain(iface, iSwapChain, &swapchain)) == WINED3D_OK) {
7599 hrc =IWineD3DSwapChain_GetGammaRamp(swapchain, pRamp);
7600 IWineD3DSwapChain_Release(swapchain);
7606 /** ********************************************************
7607 * Notification functions
7608 ** ********************************************************/
7609 /** This function must be called in the release of a resource when ref == 0,
7610 * the contents of resource must still be correct,
7611 * any handels to other resource held by the caller must be closed
7612 * (e.g. a texture should release all held surfaces because telling the device that it's been released.)
7613 *****************************************************/
7614 static void WINAPI IWineD3DDeviceImpl_AddResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7615 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7616 ResourceList* resourceList;
7618 TRACE("(%p) : resource %p\n", This, resource);
7620 EnterCriticalSection(&resourceStoreCriticalSection);
7622 /* add a new texture to the frot of the linked list */
7623 resourceList = HeapAlloc(GetProcessHeap(), HEAP_ZERO_MEMORY, sizeof(ResourceList));
7624 resourceList->resource = resource;
7626 /* Get the old head */
7627 resourceList->next = This->resources;
7629 This->resources = resourceList;
7630 TRACE("Added resource %p with element %p pointing to %p\n", resource, resourceList, resourceList->next);
7633 LeaveCriticalSection(&resourceStoreCriticalSection);
7638 static void WINAPI IWineD3DDeviceImpl_RemoveResource(IWineD3DDevice *iface, IWineD3DResource *resource){
7639 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *)iface;
7640 ResourceList* resourceList = NULL;
7641 ResourceList* previousResourceList = NULL;
7643 TRACE("(%p) : resource %p\n", This, resource);
7646 EnterCriticalSection(&resourceStoreCriticalSection);
7648 resourceList = This->resources;
7650 while (resourceList != NULL) {
7651 if(resourceList->resource == resource) break;
7652 previousResourceList = resourceList;
7653 resourceList = resourceList->next;
7656 if (resourceList == NULL) {
7657 FIXME("Attempted to remove resource %p that hasn't been stored\n", resource);
7659 LeaveCriticalSection(&resourceStoreCriticalSection);
7663 TRACE("Found resource %p with element %p pointing to %p (previous %p)\n", resourceList->resource, resourceList, resourceList->next, previousResourceList);
7665 /* make sure we don't leave a hole in the list */
7666 if (previousResourceList != NULL) {
7667 previousResourceList->next = resourceList->next;
7669 This->resources = resourceList->next;
7673 LeaveCriticalSection(&resourceStoreCriticalSection);
7679 static void WINAPI IWineD3DDeviceImpl_ResourceReleased(IWineD3DDevice *iface, IWineD3DResource *resource){
7680 IWineD3DDeviceImpl *This = (IWineD3DDeviceImpl *) iface;
7683 TRACE("(%p) : resource %p\n", This, resource);
7684 switch(IWineD3DResource_GetType(resource)){
7685 case WINED3DRTYPE_SURFACE:
7686 /* TODO: check front and back buffers, rendertargets etc.. possibly swapchains? */
7688 case WINED3DRTYPE_TEXTURE:
7689 case WINED3DRTYPE_CUBETEXTURE:
7690 case WINED3DRTYPE_VOLUMETEXTURE:
7691 for (counter = 0; counter < GL_LIMITS(sampler_stages); counter++) {
7692 if (This->stateBlock != NULL && This->stateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7693 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7694 This->stateBlock->textures[counter] = NULL;
7696 if (This->updateStateBlock != This->stateBlock ){
7697 if (This->updateStateBlock->textures[counter] == (IWineD3DBaseTexture *)resource) {
7698 WARN("Texture being released is still by a stateblock, Stage = %u Texture = %p\n", counter, resource);
7699 This->updateStateBlock->textures[counter] = NULL;
7704 case WINED3DRTYPE_VOLUME:
7705 /* TODO: nothing really? */
7707 case WINED3DRTYPE_VERTEXBUFFER:
7708 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed. */
7711 TRACE("Cleaning up stream pointers\n");
7713 for(streamNumber = 0; streamNumber < MAX_STREAMS; streamNumber ++){
7714 /* FINDOUT: should a warn be generated if were recording and updateStateBlock->streamSource is lost?
7715 FINDOUT: should changes.streamSource[StreamNumber] be set ?
7717 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7718 if ((IWineD3DResource *)This->updateStateBlock->streamSource[streamNumber] == resource) {
7719 FIXME("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7720 This->updateStateBlock->streamSource[streamNumber] = 0;
7721 /* Set changed flag? */
7724 if (This->stateBlock != NULL ) { /* only happens if there is an error in the application, or on reset/release (because we don't manage internal tracking properly) */
7725 if ((IWineD3DResource *)This->stateBlock->streamSource[streamNumber] == resource) {
7726 TRACE("Vertex buffer released while bound to a state block, stream %d\n", streamNumber);
7727 This->stateBlock->streamSource[streamNumber] = 0;
7730 #if 0 /* TODO: Manage internal tracking properly so that 'this shouldn't happen' */
7731 else { /* This shouldn't happen */
7732 FIXME("Calling application has released the device before relasing all the resources bound to the device\n");
7739 case WINED3DRTYPE_INDEXBUFFER:
7740 /* MSDN: When an application no longer holds a references to this interface, the interface will automatically be freed.*/
7741 if (This->updateStateBlock != NULL ) { /* ==NULL when device is being destroyed */
7742 if (This->updateStateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7743 This->updateStateBlock->pIndexData = NULL;
7746 if (This->stateBlock != NULL ) { /* ==NULL when device is being destroyed */
7747 if (This->stateBlock->pIndexData == (IWineD3DIndexBuffer *)resource) {
7748 This->stateBlock->pIndexData = NULL;
7754 FIXME("(%p) unknown resource type %p %u\n", This, resource, IWineD3DResource_GetType(resource));
7759 /* Remove the resoruce from the resourceStore */
7760 IWineD3DDeviceImpl_RemoveResource(iface, resource);
7762 TRACE("Resource released\n");
7766 /**********************************************************
7767 * IWineD3DDevice VTbl follows
7768 **********************************************************/
7770 const IWineD3DDeviceVtbl IWineD3DDevice_Vtbl =
7772 /*** IUnknown methods ***/
7773 IWineD3DDeviceImpl_QueryInterface,
7774 IWineD3DDeviceImpl_AddRef,
7775 IWineD3DDeviceImpl_Release,
7776 /*** IWineD3DDevice methods ***/
7777 IWineD3DDeviceImpl_GetParent,
7778 /*** Creation methods**/
7779 IWineD3DDeviceImpl_CreateVertexBuffer,
7780 IWineD3DDeviceImpl_CreateIndexBuffer,
7781 IWineD3DDeviceImpl_CreateStateBlock,
7782 IWineD3DDeviceImpl_CreateSurface,
7783 IWineD3DDeviceImpl_CreateTexture,
7784 IWineD3DDeviceImpl_CreateVolumeTexture,
7785 IWineD3DDeviceImpl_CreateVolume,
7786 IWineD3DDeviceImpl_CreateCubeTexture,
7787 IWineD3DDeviceImpl_CreateQuery,
7788 IWineD3DDeviceImpl_CreateAdditionalSwapChain,
7789 IWineD3DDeviceImpl_CreateVertexDeclaration,
7790 IWineD3DDeviceImpl_CreateVertexShader,
7791 IWineD3DDeviceImpl_CreatePixelShader,
7792 IWineD3DDeviceImpl_CreatePalette,
7793 /*** Odd functions **/
7794 IWineD3DDeviceImpl_Init3D,
7795 IWineD3DDeviceImpl_Uninit3D,
7796 IWineD3DDeviceImpl_SetFullscreen,
7797 IWineD3DDeviceImpl_EnumDisplayModes,
7798 IWineD3DDeviceImpl_EvictManagedResources,
7799 IWineD3DDeviceImpl_GetAvailableTextureMem,
7800 IWineD3DDeviceImpl_GetBackBuffer,
7801 IWineD3DDeviceImpl_GetCreationParameters,
7802 IWineD3DDeviceImpl_GetDeviceCaps,
7803 IWineD3DDeviceImpl_GetDirect3D,
7804 IWineD3DDeviceImpl_GetDisplayMode,
7805 IWineD3DDeviceImpl_SetDisplayMode,
7806 IWineD3DDeviceImpl_GetHWND,
7807 IWineD3DDeviceImpl_SetHWND,
7808 IWineD3DDeviceImpl_GetNumberOfSwapChains,
7809 IWineD3DDeviceImpl_GetRasterStatus,
7810 IWineD3DDeviceImpl_GetSwapChain,
7811 IWineD3DDeviceImpl_Reset,
7812 IWineD3DDeviceImpl_SetDialogBoxMode,
7813 IWineD3DDeviceImpl_SetCursorProperties,
7814 IWineD3DDeviceImpl_SetCursorPosition,
7815 IWineD3DDeviceImpl_ShowCursor,
7816 IWineD3DDeviceImpl_TestCooperativeLevel,
7817 /*** Getters and setters **/
7818 IWineD3DDeviceImpl_SetClipPlane,
7819 IWineD3DDeviceImpl_GetClipPlane,
7820 IWineD3DDeviceImpl_SetClipStatus,
7821 IWineD3DDeviceImpl_GetClipStatus,
7822 IWineD3DDeviceImpl_SetCurrentTexturePalette,
7823 IWineD3DDeviceImpl_GetCurrentTexturePalette,
7824 IWineD3DDeviceImpl_SetDepthStencilSurface,
7825 IWineD3DDeviceImpl_GetDepthStencilSurface,
7826 IWineD3DDeviceImpl_SetFVF,
7827 IWineD3DDeviceImpl_GetFVF,
7828 IWineD3DDeviceImpl_SetGammaRamp,
7829 IWineD3DDeviceImpl_GetGammaRamp,
7830 IWineD3DDeviceImpl_SetIndices,
7831 IWineD3DDeviceImpl_GetIndices,
7832 IWineD3DDeviceImpl_SetLight,
7833 IWineD3DDeviceImpl_GetLight,
7834 IWineD3DDeviceImpl_SetLightEnable,
7835 IWineD3DDeviceImpl_GetLightEnable,
7836 IWineD3DDeviceImpl_SetMaterial,
7837 IWineD3DDeviceImpl_GetMaterial,
7838 IWineD3DDeviceImpl_SetNPatchMode,
7839 IWineD3DDeviceImpl_GetNPatchMode,
7840 IWineD3DDeviceImpl_SetPaletteEntries,
7841 IWineD3DDeviceImpl_GetPaletteEntries,
7842 IWineD3DDeviceImpl_SetPixelShader,
7843 IWineD3DDeviceImpl_GetPixelShader,
7844 IWineD3DDeviceImpl_SetPixelShaderConstantB,
7845 IWineD3DDeviceImpl_GetPixelShaderConstantB,
7846 IWineD3DDeviceImpl_SetPixelShaderConstantI,
7847 IWineD3DDeviceImpl_GetPixelShaderConstantI,
7848 IWineD3DDeviceImpl_SetPixelShaderConstantF,
7849 IWineD3DDeviceImpl_GetPixelShaderConstantF,
7850 IWineD3DDeviceImpl_SetRenderState,
7851 IWineD3DDeviceImpl_GetRenderState,
7852 IWineD3DDeviceImpl_SetRenderTarget,
7853 IWineD3DDeviceImpl_GetRenderTarget,
7854 IWineD3DDeviceImpl_SetFrontBackBuffers,
7855 IWineD3DDeviceImpl_SetSamplerState,
7856 IWineD3DDeviceImpl_GetSamplerState,
7857 IWineD3DDeviceImpl_SetScissorRect,
7858 IWineD3DDeviceImpl_GetScissorRect,
7859 IWineD3DDeviceImpl_SetSoftwareVertexProcessing,
7860 IWineD3DDeviceImpl_GetSoftwareVertexProcessing,
7861 IWineD3DDeviceImpl_SetStreamSource,
7862 IWineD3DDeviceImpl_GetStreamSource,
7863 IWineD3DDeviceImpl_SetStreamSourceFreq,
7864 IWineD3DDeviceImpl_GetStreamSourceFreq,
7865 IWineD3DDeviceImpl_SetTexture,
7866 IWineD3DDeviceImpl_GetTexture,
7867 IWineD3DDeviceImpl_SetTextureStageState,
7868 IWineD3DDeviceImpl_GetTextureStageState,
7869 IWineD3DDeviceImpl_SetTransform,
7870 IWineD3DDeviceImpl_GetTransform,
7871 IWineD3DDeviceImpl_SetVertexDeclaration,
7872 IWineD3DDeviceImpl_GetVertexDeclaration,
7873 IWineD3DDeviceImpl_SetVertexShader,
7874 IWineD3DDeviceImpl_GetVertexShader,
7875 IWineD3DDeviceImpl_SetVertexShaderConstantB,
7876 IWineD3DDeviceImpl_GetVertexShaderConstantB,
7877 IWineD3DDeviceImpl_SetVertexShaderConstantI,
7878 IWineD3DDeviceImpl_GetVertexShaderConstantI,
7879 IWineD3DDeviceImpl_SetVertexShaderConstantF,
7880 IWineD3DDeviceImpl_GetVertexShaderConstantF,
7881 IWineD3DDeviceImpl_SetViewport,
7882 IWineD3DDeviceImpl_GetViewport,
7883 IWineD3DDeviceImpl_MultiplyTransform,
7884 IWineD3DDeviceImpl_ValidateDevice,
7885 IWineD3DDeviceImpl_ProcessVertices,
7886 /*** State block ***/
7887 IWineD3DDeviceImpl_BeginStateBlock,
7888 IWineD3DDeviceImpl_EndStateBlock,
7889 /*** Scene management ***/
7890 IWineD3DDeviceImpl_BeginScene,
7891 IWineD3DDeviceImpl_EndScene,
7892 IWineD3DDeviceImpl_Present,
7893 IWineD3DDeviceImpl_Clear,
7895 IWineD3DDeviceImpl_DrawPrimitive,
7896 IWineD3DDeviceImpl_DrawIndexedPrimitive,
7897 IWineD3DDeviceImpl_DrawPrimitiveUP,
7898 IWineD3DDeviceImpl_DrawIndexedPrimitiveUP,
7899 IWineD3DDeviceImpl_DrawPrimitiveStrided,
7900 IWineD3DDeviceImpl_DrawRectPatch,
7901 IWineD3DDeviceImpl_DrawTriPatch,
7902 IWineD3DDeviceImpl_DeletePatch,
7903 IWineD3DDeviceImpl_ColorFill,
7904 IWineD3DDeviceImpl_UpdateTexture,
7905 IWineD3DDeviceImpl_UpdateSurface,
7906 IWineD3DDeviceImpl_StretchRect,
7907 IWineD3DDeviceImpl_GetRenderTargetData,
7908 IWineD3DDeviceImpl_GetFrontBufferData,
7909 /*** Internal use IWineD3DDevice methods ***/
7910 IWineD3DDeviceImpl_SetupTextureStates,
7911 /*** object tracking ***/
7912 IWineD3DDeviceImpl_ResourceReleased
7916 const DWORD SavedPixelStates_R[NUM_SAVEDPIXELSTATES_R] = {
7917 WINED3DRS_ALPHABLENDENABLE ,
7918 WINED3DRS_ALPHAFUNC ,
7919 WINED3DRS_ALPHAREF ,
7920 WINED3DRS_ALPHATESTENABLE ,
7922 WINED3DRS_COLORWRITEENABLE ,
7923 WINED3DRS_DESTBLEND ,
7924 WINED3DRS_DITHERENABLE ,
7925 WINED3DRS_FILLMODE ,
7926 WINED3DRS_FOGDENSITY ,
7928 WINED3DRS_FOGSTART ,
7929 WINED3DRS_LASTPIXEL ,
7930 WINED3DRS_SHADEMODE ,
7931 WINED3DRS_SRCBLEND ,
7932 WINED3DRS_STENCILENABLE ,
7933 WINED3DRS_STENCILFAIL ,
7934 WINED3DRS_STENCILFUNC ,
7935 WINED3DRS_STENCILMASK ,
7936 WINED3DRS_STENCILPASS ,
7937 WINED3DRS_STENCILREF ,
7938 WINED3DRS_STENCILWRITEMASK ,
7939 WINED3DRS_STENCILZFAIL ,
7940 WINED3DRS_TEXTUREFACTOR ,
7951 WINED3DRS_ZWRITEENABLE
7954 const DWORD SavedPixelStates_T[NUM_SAVEDPIXELSTATES_T] = {
7955 WINED3DTSS_ADDRESSW ,
7956 WINED3DTSS_ALPHAARG0 ,
7957 WINED3DTSS_ALPHAARG1 ,
7958 WINED3DTSS_ALPHAARG2 ,
7959 WINED3DTSS_ALPHAOP ,
7960 WINED3DTSS_BUMPENVLOFFSET ,
7961 WINED3DTSS_BUMPENVLSCALE ,
7962 WINED3DTSS_BUMPENVMAT00 ,
7963 WINED3DTSS_BUMPENVMAT01 ,
7964 WINED3DTSS_BUMPENVMAT10 ,
7965 WINED3DTSS_BUMPENVMAT11 ,
7966 WINED3DTSS_COLORARG0 ,
7967 WINED3DTSS_COLORARG1 ,
7968 WINED3DTSS_COLORARG2 ,
7969 WINED3DTSS_COLOROP ,
7970 WINED3DTSS_RESULTARG ,
7971 WINED3DTSS_TEXCOORDINDEX ,
7972 WINED3DTSS_TEXTURETRANSFORMFLAGS
7975 const DWORD SavedPixelStates_S[NUM_SAVEDPIXELSTATES_S] = {
7976 WINED3DSAMP_ADDRESSU ,
7977 WINED3DSAMP_ADDRESSV ,
7978 WINED3DSAMP_ADDRESSW ,
7979 WINED3DSAMP_BORDERCOLOR ,
7980 WINED3DSAMP_MAGFILTER ,
7981 WINED3DSAMP_MINFILTER ,
7982 WINED3DSAMP_MIPFILTER ,
7983 WINED3DSAMP_MIPMAPLODBIAS ,
7984 WINED3DSAMP_MAXMIPLEVEL ,
7985 WINED3DSAMP_MAXANISOTROPY ,
7986 WINED3DSAMP_SRGBTEXTURE ,
7987 WINED3DSAMP_ELEMENTINDEX
7990 const DWORD SavedVertexStates_R[NUM_SAVEDVERTEXSTATES_R] = {
7992 WINED3DRS_AMBIENTMATERIALSOURCE ,
7993 WINED3DRS_CLIPPING ,
7994 WINED3DRS_CLIPPLANEENABLE ,
7995 WINED3DRS_COLORVERTEX ,
7996 WINED3DRS_DIFFUSEMATERIALSOURCE ,
7997 WINED3DRS_EMISSIVEMATERIALSOURCE ,
7998 WINED3DRS_FOGDENSITY ,
8000 WINED3DRS_FOGSTART ,
8001 WINED3DRS_FOGTABLEMODE ,
8002 WINED3DRS_FOGVERTEXMODE ,
8003 WINED3DRS_INDEXEDVERTEXBLENDENABLE ,
8004 WINED3DRS_LIGHTING ,
8005 WINED3DRS_LOCALVIEWER ,
8006 WINED3DRS_MULTISAMPLEANTIALIAS ,
8007 WINED3DRS_MULTISAMPLEMASK ,
8008 WINED3DRS_NORMALIZENORMALS ,
8009 WINED3DRS_PATCHEDGESTYLE ,
8010 WINED3DRS_POINTSCALE_A ,
8011 WINED3DRS_POINTSCALE_B ,
8012 WINED3DRS_POINTSCALE_C ,
8013 WINED3DRS_POINTSCALEENABLE ,
8014 WINED3DRS_POINTSIZE ,
8015 WINED3DRS_POINTSIZE_MAX ,
8016 WINED3DRS_POINTSIZE_MIN ,
8017 WINED3DRS_POINTSPRITEENABLE ,
8018 WINED3DRS_RANGEFOGENABLE ,
8019 WINED3DRS_SPECULARMATERIALSOURCE ,
8020 WINED3DRS_TWEENFACTOR ,
8021 WINED3DRS_VERTEXBLEND
8024 const DWORD SavedVertexStates_T[NUM_SAVEDVERTEXSTATES_T] = {
8025 WINED3DTSS_TEXCOORDINDEX ,
8026 WINED3DTSS_TEXTURETRANSFORMFLAGS
8029 const DWORD SavedVertexStates_S[NUM_SAVEDVERTEXSTATES_S] = {
8030 WINED3DSAMP_DMAPOFFSET